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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Level Drain, Lasting Wounds, and Other Long-Term Conditions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5806603" data-attributes="member: 82106"><p>I'm much more likely to want story related penalties vs relatively canned stuff. Level drain IMHO was just both an accounting nightmare (even in AD&D) and just too much of a buzzkill. "Gosh, I just spent a month getting up to 9th level and now I have to do it all over again, how fun!" no, not really...</p><p></p><p>I don't really see anything wrong with more targeted penalties, ones that can be overcome, and just basically more story relevant. Long onset poisons and curses using the disease track work great IMHO. I don't think there's anything wrong with setting up specific monsters with some kind of ability to cause a 'wound' or something, but again make it special. It's FUN to have some extra challenge, but it's dull to have a couple numerical penalties, they don't do much to convey an interesting situation.</p><p></p><p>For a gritty game I could easily see doing stuff like adding a wound that uses the disease track when someone is knocked unconscious or fails a death save, etc. It probably isn't a good choice for every game, but as a way of tweaking the system to do certain things it's cool. It isn't going to have a huge mechanical effect on the playing of the game, but it will give the players something to think about.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5806603, member: 82106"] I'm much more likely to want story related penalties vs relatively canned stuff. Level drain IMHO was just both an accounting nightmare (even in AD&D) and just too much of a buzzkill. "Gosh, I just spent a month getting up to 9th level and now I have to do it all over again, how fun!" no, not really... I don't really see anything wrong with more targeted penalties, ones that can be overcome, and just basically more story relevant. Long onset poisons and curses using the disease track work great IMHO. I don't think there's anything wrong with setting up specific monsters with some kind of ability to cause a 'wound' or something, but again make it special. It's FUN to have some extra challenge, but it's dull to have a couple numerical penalties, they don't do much to convey an interesting situation. For a gritty game I could easily see doing stuff like adding a wound that uses the disease track when someone is knocked unconscious or fails a death save, etc. It probably isn't a good choice for every game, but as a way of tweaking the system to do certain things it's cool. It isn't going to have a huge mechanical effect on the playing of the game, but it will give the players something to think about. [/QUOTE]
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Community
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Level Drain, Lasting Wounds, and Other Long-Term Conditions
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