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*Pathfinder & Starfinder
Long-Term Injury Fun?
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<blockquote data-quote="Imban" data-source="post: 4105510" data-attributes="member: 29206"><p>Long-term injury mechanics would make more sense in a game that, unlike D&D, is assumed to be played over a longer time-scale. In a game where you had an adventure every year - I think Pendragon does something like this - you could have opportunities to train and do other things during downtime that would be hindered by any long-term injuries you received during the corresponding adventure. In that system, they could be used as more of a mechanic to reward, say, <strong>not</strong> coming home maimed.</p><p></p><p>Alternatively, you can take Exalted's tack on it, which I always liked. Long-term injury mechanics exist because long-term injuries are things people who go on dangerous adventures have to worry about, but the PCs can easily become so cool as to never have to worry about long-term injuries. Of course, this more or less requires magical healing.</p><p></p><p>(On a sidenote, what seems to be an issue in these debates is that in 3.5e D&D, you would almost always fully recover overnight, much as in 4e - however, that's because in 3.5e, you will use your remaining magical healing resources to restore HP before going to sleep. There's not much gameplay difference, but a big difference in feel between making camp and sleeping off the loss of all but one of your HP and making camp and breaking out the remaining daily uses of Cure (X) Wounds.)</p><p></p><p>EDIT: My ideal "long-term injury" mechanics for D&D would probably be pretty simple: everyone recovers 1 HP/night, unless they have a class feature granting them better recovery rates. For instance, Fighters, Paladins, and Monks would recover their level in HP/night, Rangers and Barbarians would recover twice their level in HP/night. The Heal skill would (at the "commoner" end) add slightly to recovery rates, while at the higher end it would have instant healing effects much as NWN's Heal does.</p></blockquote><p></p>
[QUOTE="Imban, post: 4105510, member: 29206"] Long-term injury mechanics would make more sense in a game that, unlike D&D, is assumed to be played over a longer time-scale. In a game where you had an adventure every year - I think Pendragon does something like this - you could have opportunities to train and do other things during downtime that would be hindered by any long-term injuries you received during the corresponding adventure. In that system, they could be used as more of a mechanic to reward, say, [b]not[/b] coming home maimed. Alternatively, you can take Exalted's tack on it, which I always liked. Long-term injury mechanics exist because long-term injuries are things people who go on dangerous adventures have to worry about, but the PCs can easily become so cool as to never have to worry about long-term injuries. Of course, this more or less requires magical healing. (On a sidenote, what seems to be an issue in these debates is that in 3.5e D&D, you would almost always fully recover overnight, much as in 4e - however, that's because in 3.5e, you will use your remaining magical healing resources to restore HP before going to sleep. There's not much gameplay difference, but a big difference in feel between making camp and sleeping off the loss of all but one of your HP and making camp and breaking out the remaining daily uses of Cure (X) Wounds.) EDIT: My ideal "long-term injury" mechanics for D&D would probably be pretty simple: everyone recovers 1 HP/night, unless they have a class feature granting them better recovery rates. For instance, Fighters, Paladins, and Monks would recover their level in HP/night, Rangers and Barbarians would recover twice their level in HP/night. The Heal skill would (at the "commoner" end) add slightly to recovery rates, while at the higher end it would have instant healing effects much as NWN's Heal does. [/QUOTE]
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