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Level Drain, Lasting Wounds, and Other Long-Term Conditions
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<blockquote data-quote="Unwise" data-source="post: 5808727" data-attributes="member: 98008"><p>Couple of people expressed an interest in the sorts of damage PCs can encouter, so thought I would just throw in a few more examples. I am not big on writing mechanics, as I don't want to codify this for my players, or it becomes another system they can try to 'beat'. These are just examples I have used in the past. I base the major effect on pre-existing conditions, then make more minor effects.</p><p></p><p>Major Concussion (Dazed)</p><p>Concussion (Lose minor actions)</p><p>Mild Concussion (-3 to Will and skill checks)</p><p></p><p>Paralysis = Paralysis</p><p>Spine Injury = Prone</p><p>Nerve Damage (Like from electrocution) = -2 to hit and physical skills</p><p></p><p>Broken Leg = slowed</p><p>Leg injury = -1/2/3 move</p><p>Foot injury = can't run, can't double move or charge.</p><p></p><p>Broken Arm = Cannot use that arm at all</p><p>Arm Injury = -2 to hit and skills when that arm is involved</p><p></p><p>Broken Ribs = Vulnerable 2 in heroic, 5 in late paragon. -4 Endurance checks.</p><p></p><p>(These ones are generally used for when a PC has been captured and beaten up. Add in mental illnesses if very bad things happened to them)</p><p></p><p>Worked Over = Max HP is now bloodied value.</p><p>Traumatised = -4 NADs</p><p></p><p>Combat Shock = Starts every encounter 'unaware' (good for NPCs who are non-combatants and freeze up when danger strikes. Think lone traumatized survivor of the undead raid)</p><p></p><p>Drugged = Dazed</p><p>Really Hungover = -1 hit, -1skills, -1 NADs</p><p></p><p>Depression = -3 to any skill check that takes more than 10 minutes.</p><p>Severe Depression = As above, but can never use APs.</p><p></p><p>Paranoid = Cannot benefit from any granted attacks or buffs from allies. Never heal bonus amounts from "healing surge + xd6" heals.</p><p></p><p>Delusional = Count as dominated by the DM when they take an action and roll a 4 or less. The action did not occur and instead he does something else, with a new roll.</p><p></p><p>The mental illness diseases are mechanically toned down if the player is RPing the illness, even badly, as long as they are making an effort.</p><p></p><p>I don't like giving people mental illnesses outside of magical effects much. Some players have very unrealistic views of their characters never being anything but in control and cool and collected. I like to nudge that a little, but not much as they like their character less if they are humanized.</p><p></p><p>My characters on the other hand tend to be deeply disturbed alcoholics, so maybe I go too far the other way and make them too gritty and unheroic.</p><p></p><p>----------------</p><p></p><p>[MENTION=1165](Psi)SeveredHead[/MENTION], your preaching to the choir about resource drain. One of my motivations for using this system is that all damage should be respected in some way. Traps outside of combat drain surges if I think surges are going to be tight that day, or do injuries if people would otherwise be blase' about it.</p><p></p><p>I have a PC in my campaign with 17 healing surges at low paragon. Sometimes it is important to give him time to shine. He has built his character around being able to absorb huge amounts of damage and keep going. So sometimes I do limit the damage to surges. </p><p></p><p>For instance he walked through an oven to turn off the gas on the other side. Such contempt for obstacles would normally lead to injury, but I decided that if he made his endurance checks he could put up with the pain and heat and just take the damage on the chin. Everyone shines in different ways, for some PCs that is by taking huge amounts of punishment. He did take ugly scarring and lost some of his precious beard, but he figured it was all in a days work.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5808727, member: 98008"] Couple of people expressed an interest in the sorts of damage PCs can encouter, so thought I would just throw in a few more examples. I am not big on writing mechanics, as I don't want to codify this for my players, or it becomes another system they can try to 'beat'. These are just examples I have used in the past. I base the major effect on pre-existing conditions, then make more minor effects. Major Concussion (Dazed) Concussion (Lose minor actions) Mild Concussion (-3 to Will and skill checks) Paralysis = Paralysis Spine Injury = Prone Nerve Damage (Like from electrocution) = -2 to hit and physical skills Broken Leg = slowed Leg injury = -1/2/3 move Foot injury = can't run, can't double move or charge. Broken Arm = Cannot use that arm at all Arm Injury = -2 to hit and skills when that arm is involved Broken Ribs = Vulnerable 2 in heroic, 5 in late paragon. -4 Endurance checks. (These ones are generally used for when a PC has been captured and beaten up. Add in mental illnesses if very bad things happened to them) Worked Over = Max HP is now bloodied value. Traumatised = -4 NADs Combat Shock = Starts every encounter 'unaware' (good for NPCs who are non-combatants and freeze up when danger strikes. Think lone traumatized survivor of the undead raid) Drugged = Dazed Really Hungover = -1 hit, -1skills, -1 NADs Depression = -3 to any skill check that takes more than 10 minutes. Severe Depression = As above, but can never use APs. Paranoid = Cannot benefit from any granted attacks or buffs from allies. Never heal bonus amounts from "healing surge + xd6" heals. Delusional = Count as dominated by the DM when they take an action and roll a 4 or less. The action did not occur and instead he does something else, with a new roll. The mental illness diseases are mechanically toned down if the player is RPing the illness, even badly, as long as they are making an effort. I don't like giving people mental illnesses outside of magical effects much. Some players have very unrealistic views of their characters never being anything but in control and cool and collected. I like to nudge that a little, but not much as they like their character less if they are humanized. My characters on the other hand tend to be deeply disturbed alcoholics, so maybe I go too far the other way and make them too gritty and unheroic. ---------------- [MENTION=1165](Psi)SeveredHead[/MENTION], your preaching to the choir about resource drain. One of my motivations for using this system is that all damage should be respected in some way. Traps outside of combat drain surges if I think surges are going to be tight that day, or do injuries if people would otherwise be blase' about it. I have a PC in my campaign with 17 healing surges at low paragon. Sometimes it is important to give him time to shine. He has built his character around being able to absorb huge amounts of damage and keep going. So sometimes I do limit the damage to surges. For instance he walked through an oven to turn off the gas on the other side. Such contempt for obstacles would normally lead to injury, but I decided that if he made his endurance checks he could put up with the pain and heat and just take the damage on the chin. Everyone shines in different ways, for some PCs that is by taking huge amounts of punishment. He did take ugly scarring and lost some of his precious beard, but he figured it was all in a days work. [/QUOTE]
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