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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="Unwise" data-source="post: 5807570" data-attributes="member: 98008"><p>Not much to share here sorry, there are not a great deal of mechanics as a lot of this is from DM fiat. My group has moved across from Rolemaster, so to them it always feels wierd not ending a fight with a at least a broken bone or two. As a result, nobody sheds a tear when I say they have sustained an injury.</p><p> </p><p>I roll a dice and nominally ask them for their fortitude resistance when they drop to zero. Everybody knows that any rolling is highly dependant on the nastiness of the guy that hit them and the level of stupity/arrogance that got them hurt. Most times if they drop in a tough fight without having done something silly the difficulty of the role is very low to avoid injury.</p><p> </p><p>As far as recovery goes, the normal disease rules work well. Healing skill can be used to help get over diseases and I just set the difficulty of the Endurance roll low if I want them to be up and about the next day.</p><p> </p><p>I also limit Rituals quiet a bit. There is no PC ressurection in my games until late paragon tier, if at all. The remove afflication spell can either be done more quickly (like in the book) and drain the person of all of their healing surges, or very slowly. The expense of the ritual changes depending on how nasty the affliction is. Not that it matters much atm, as none of my players even have that ritual now.</p><p> </p><p>As a recent example, in the Revenge of the Iron Lich, a player touched something and it just snapped their forearm. They did not do anything silly really, it is just the nature of 4th core. I let them either not use that arm, or spend two healing surges and have the cleric do a 5min ritual based on his healing spell that let him set it. Then the person was at -2 to anything involving that arm.</p><p> </p><p>A player new to my DMing style decided to leave a cloaked assassin behind them, not tell the party, then guard the corridor looking the wrong way. He figured the assassin could only do X amount of HP, then he could call out then get the party to come help if needed. Well, the assassin backstabbed him leaving him paralysed from the waist down (permenant prone) and silenced him with a grab. He spent the end of that adventure being carried around and using his ranged attacks. That one took a lot of time and money to recover from.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5807570, member: 98008"] Not much to share here sorry, there are not a great deal of mechanics as a lot of this is from DM fiat. My group has moved across from Rolemaster, so to them it always feels wierd not ending a fight with a at least a broken bone or two. As a result, nobody sheds a tear when I say they have sustained an injury. I roll a dice and nominally ask them for their fortitude resistance when they drop to zero. Everybody knows that any rolling is highly dependant on the nastiness of the guy that hit them and the level of stupity/arrogance that got them hurt. Most times if they drop in a tough fight without having done something silly the difficulty of the role is very low to avoid injury. As far as recovery goes, the normal disease rules work well. Healing skill can be used to help get over diseases and I just set the difficulty of the Endurance roll low if I want them to be up and about the next day. I also limit Rituals quiet a bit. There is no PC ressurection in my games until late paragon tier, if at all. The remove afflication spell can either be done more quickly (like in the book) and drain the person of all of their healing surges, or very slowly. The expense of the ritual changes depending on how nasty the affliction is. Not that it matters much atm, as none of my players even have that ritual now. As a recent example, in the Revenge of the Iron Lich, a player touched something and it just snapped their forearm. They did not do anything silly really, it is just the nature of 4th core. I let them either not use that arm, or spend two healing surges and have the cleric do a 5min ritual based on his healing spell that let him set it. Then the person was at -2 to anything involving that arm. A player new to my DMing style decided to leave a cloaked assassin behind them, not tell the party, then guard the corridor looking the wrong way. He figured the assassin could only do X amount of HP, then he could call out then get the party to come help if needed. Well, the assassin backstabbed him leaving him paralysed from the waist down (permenant prone) and silenced him with a grab. He spent the end of that adventure being carried around and using his ranged attacks. That one took a lot of time and money to recover from. [/QUOTE]
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Level Drain, Lasting Wounds, and Other Long-Term Conditions
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