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Long-Term Injury Fun?
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<blockquote data-quote="LostSoul" data-source="post: 4105965" data-attributes="member: 386"><p>Yeah, either am I. </p><p></p><p>One thing to note with what I came up with is the currency that's created. You're trading off an action point for some kind of possible penalty. Is the action point worth it? It would need to be balanced so sometimes the answer is yes, and sometimes the answer is no.</p><p></p><p>Whatever the bonus/penalty you get, you'd have to keep that in mind.</p><p></p><p>I'm also not too happy with the healing part. This also ties into the penalty you get. The question is: do we want to encourage another type of adventure, one that's more social or intrigue? Or do we want to stick with the dungeon/combat adventure type?</p><p></p><p>If it's a combat adventure, we don't want any penalty from a long-term injury to limit player choice in combat. That is a big problem with the conditions I listed, but I couldn't think of anything else.</p><p></p><p>If we want a different type of adventure, then the penalty shouldn't limit choices there either. The penalties could act as a motivator to get some "downtime" - and possibly add bonuses to certain skills, like Intimidate as mentioned above. But saying, "DM, give them a skill challenge quest" is weak, only the bare minimum of support for what we want.</p><p></p><p>It's a start, though.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4105965, member: 386"] Yeah, either am I. One thing to note with what I came up with is the currency that's created. You're trading off an action point for some kind of possible penalty. Is the action point worth it? It would need to be balanced so sometimes the answer is yes, and sometimes the answer is no. Whatever the bonus/penalty you get, you'd have to keep that in mind. I'm also not too happy with the healing part. This also ties into the penalty you get. The question is: do we want to encourage another type of adventure, one that's more social or intrigue? Or do we want to stick with the dungeon/combat adventure type? If it's a combat adventure, we don't want any penalty from a long-term injury to limit player choice in combat. That is a big problem with the conditions I listed, but I couldn't think of anything else. If we want a different type of adventure, then the penalty shouldn't limit choices there either. The penalties could act as a motivator to get some "downtime" - and possibly add bonuses to certain skills, like Intimidate as mentioned above. But saying, "DM, give them a skill challenge quest" is weak, only the bare minimum of support for what we want. It's a start, though. [/QUOTE]
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