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Long-Term Injury Fun?
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<blockquote data-quote="smathis" data-source="post: 4105906" data-attributes="member: 56465"><p>I played in a group once where the DM consulted a critical hit chart every time someone was critted. It <em>was</em> awful. And it played out pretty much as you described.</p><p></p><p>But that little vignette and what I'm trying to accomplish are two <em>completely</em> different things. I can't speak for others. Maybe that sounds fun for them. But for me, I'm interested in another kind of experience.</p><p></p><p>Basically, I'm looking for a light "attrition" system for prolonged dungeoneering. So, if a party goes into a dungeon for a week, there's a "survival" element to play. Nothing that destroys a character or necessarily sends them off into a death spiral.</p><p></p><p>But something that makes the resource management of Healing Surges a bit more exciting. And makes the dungeon a little more challenging.</p><p></p><p>For me "grim and gritty" isn't about isn't about "realistic combat" and rolling for concussions every time someone gets clonked on the head. And it's not about appendages falling off of PCs everytime an Orc crits them with an axe. That's definitely unfun (and pretty darn silly). </p><p></p><p>It's about being (or perceiving) oneself as overcoming the odds and the inner reward that comes from that.</p><p></p><p>If there's no threat of injury or death and if all I have to do is take a quick nap to reset myself back to full power, that sense is a little diminished. Not gone. But diminished.</p><p></p><p>And, no, I <em>don't</em> want to play Warhammer. I can forgive 4e for not supporting this out-of-the-box. D&D has never been great about supporting this type of play.</p><p></p><p>But other posters telling people to go play Warhammer is not helpful, despite the merits of the game. Some people have been house ruling 1e, 2e, and 3e to play this way for decades. It's not unreasonable to want to tweak 4e to achieve a similar experience.</p><p></p><p>My personal feeling is that it will be easier in 4e than in 3e. And Healing Surges are definitely a big plus in that direction. We've had some interesting suggestions thus far and I can't wait to see what the 4e Design team comes up with for this.</p><p></p><p>I have no doubt that rules such as these will appear either in Dragon/Dungeon or an upcoming 4e setting -- assuming they don't make it into the DMG.</p></blockquote><p></p>
[QUOTE="smathis, post: 4105906, member: 56465"] I played in a group once where the DM consulted a critical hit chart every time someone was critted. It [i]was[/i] awful. And it played out pretty much as you described. But that little vignette and what I'm trying to accomplish are two [i]completely[/i] different things. I can't speak for others. Maybe that sounds fun for them. But for me, I'm interested in another kind of experience. Basically, I'm looking for a light "attrition" system for prolonged dungeoneering. So, if a party goes into a dungeon for a week, there's a "survival" element to play. Nothing that destroys a character or necessarily sends them off into a death spiral. But something that makes the resource management of Healing Surges a bit more exciting. And makes the dungeon a little more challenging. For me "grim and gritty" isn't about isn't about "realistic combat" and rolling for concussions every time someone gets clonked on the head. And it's not about appendages falling off of PCs everytime an Orc crits them with an axe. That's definitely unfun (and pretty darn silly). It's about being (or perceiving) oneself as overcoming the odds and the inner reward that comes from that. If there's no threat of injury or death and if all I have to do is take a quick nap to reset myself back to full power, that sense is a little diminished. Not gone. But diminished. And, no, I [i]don't[/i] want to play Warhammer. I can forgive 4e for not supporting this out-of-the-box. D&D has never been great about supporting this type of play. But other posters telling people to go play Warhammer is not helpful, despite the merits of the game. Some people have been house ruling 1e, 2e, and 3e to play this way for decades. It's not unreasonable to want to tweak 4e to achieve a similar experience. My personal feeling is that it will be easier in 4e than in 3e. And Healing Surges are definitely a big plus in that direction. We've had some interesting suggestions thus far and I can't wait to see what the 4e Design team comes up with for this. I have no doubt that rules such as these will appear either in Dragon/Dungeon or an upcoming 4e setting -- assuming they don't make it into the DMG. [/QUOTE]
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