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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Long-Term Injury Fun?
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<blockquote data-quote="ruleslawyer" data-source="post: 4106759" data-attributes="member: 1757"><p>So does that mean that all of us who have been playing D&D for 20-odd years haven't been interested in RPing true heroes? </p><p></p><p>Repeat in case it wasn't made obvious after dozens of pages on this topic: <em>D&D has never had a core model for long-term or crippling injury. Never.</em> (Unless of course you count the random "screw you"-type limb-lopping trap effects sprinkled throughout modules prior to 3e.) In all likelihood, the reason this sort of topic didn't come up on messageboards all the time for 3e is that, given the built-in requirement for a cleric/healer in PC parties, no one actually had his/her PC sit around healing hp non-magically, and "magic" was a sufficient explanation for why PCs never had any debilitating injuries. However, the issue was muddled. </p><p></p><p>4e is offering a more explicit definition of hp as the weird melange of short-term injury (cuts and bruises), weariness, loss of mojo, dude factor, et cetera that it's always been, so now interest in a long-term injury mechanic has been introduced. Me, I'm fine with it, although if your PC party has a cleric, it's likely that the long-term injury thing becomes irrelevant anyway from a "simulationist" perspective. OTOH, it's nice to separate out "hp damage" from "long-term injury," because it eliminates the "realism" concern that people get beat up in ways that should require months of physical therapy and potentially lead to a permanent loss of fighting ability, yet recover in only a week. So an optional injury mechanic seems like the right way to go here.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 4106759, member: 1757"] So does that mean that all of us who have been playing D&D for 20-odd years haven't been interested in RPing true heroes? Repeat in case it wasn't made obvious after dozens of pages on this topic: [i]D&D has never had a core model for long-term or crippling injury. Never.[/i] (Unless of course you count the random "screw you"-type limb-lopping trap effects sprinkled throughout modules prior to 3e.) In all likelihood, the reason this sort of topic didn't come up on messageboards all the time for 3e is that, given the built-in requirement for a cleric/healer in PC parties, no one actually had his/her PC sit around healing hp non-magically, and "magic" was a sufficient explanation for why PCs never had any debilitating injuries. However, the issue was muddled. 4e is offering a more explicit definition of hp as the weird melange of short-term injury (cuts and bruises), weariness, loss of mojo, dude factor, et cetera that it's always been, so now interest in a long-term injury mechanic has been introduced. Me, I'm fine with it, although if your PC party has a cleric, it's likely that the long-term injury thing becomes irrelevant anyway from a "simulationist" perspective. OTOH, it's nice to separate out "hp damage" from "long-term injury," because it eliminates the "realism" concern that people get beat up in ways that should require months of physical therapy and potentially lead to a permanent loss of fighting ability, yet recover in only a week. So an optional injury mechanic seems like the right way to go here. [/QUOTE]
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Long-Term Injury Fun?
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