Level Drain, Lasting Wounds, and Other Long-Term Conditions

From my perspective, if I was to add in 'long-term effects' to PCs getting hurt... I would definitely make them *new* complications, and not things that they already get as part and parcel with normal debuffed adventuring. Simply because debuffs don't solve the perceptual problem in my mind.

So for instance... "level drain" causing a stacking -1 to hit, -1 to skill checks and -3 hit points debuff is no different than the same debuffs a monster might do to the PC during a normal combat. If a monster's attack debuffs the PC by giving him a -2 to hit until the end of the monster's next turn (and the monster basically tries to refresh the debuff every other turn)... stacking that with an additional -1 for "level drain" does not really mean that much perceptually to me. It's just one more modifier to calculate. "Level drain" as a concept just loses a lot of emotional impact.

So I'd want to have completely new rules created that are not and will not be duplicated by any other standard effect that can come up in the game. So for example just off the top of my head... once a PC drops to 0 HPs during an encounter, once the encounter is over they can now only regain HP via healing surges up to 3/4ths of their total HP (basically their Max HP becomes 3/4ths their normal value). If they drop to 0 a second time, they can only get healed up to their Bloodied value. Third time, 1/4th. Fourth time, best they can do is stabilize at 0. And this doesn't go away until an Extended Rest if you're being nice... or Extended week-long bedrest if you want it more hardcore.

There's probably a bunch of other mechanics you could design that would fit into this space... but I would definitely want whatever was used to be an original mechanic and not anything that is used in another part of the game. Make those long-term effects have an emotional impact on the player.
 

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I find the reverse to be true, at least above about 5th level: having more options hasn't made recent pcs imc tougher than the original group of PH-only, 1st-day-after-release pcs. But the changes to the monster math sure have made it easier for an encounter to actually challenge the party.
While KD is wrong with monsters beeing less challenging today, he is totally right, that a -1 modifier usually has no big impact on the outcome of a fight.
If it has an impact, the fight was already at an edge, i.e, when you use monsters 8 levels higher (as I used recently)
In such scenarios, a -1 to hit can mean 25%+ more effective hp for the monster. In a standard scenario, where the rogue hits with a 4 and upwards, effective hp only go up a few percents, and monsters may just survive one attack more.
 

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