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General Tabletop Discussion
*Pathfinder & Starfinder
Long-Term Injury Fun?
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<blockquote data-quote="Celebrim" data-source="post: 4107280" data-attributes="member: 4937"><p>There is that, but I think that there are bigger issues.</p><p></p><p>The most important is that role playing is a team sport. If roleplaying was normally an individual activity, a period of being 'weak' would simply be another challenge to overcome. But since it is played in groups, if one player is significantly weaker than the other thier is a conflict over what action should be adopted next. Challenges suitable for the weakened character don't challenge the ones that haven't been weakened. Conversely, challenges for the unweakened characters are a signfiicant risk of further debilitation and death for the injured one. </p><p></p><p>So what this typically means is that if an injury is too debilitating it normally has only a small impact on play, because rather than deal with the injury, the party collectively decides, "We won't do anything until Bob is feeling better." If the party is high enough level, that might typically only mean 'tommorrow'.</p><p></p><p>The other problem is that with any injury, even just loss of hit points, there needs to be some mechanic which imposes a cost on immediately resting until fully healed. Otherwise, players will (or more precise can) simply do so after any loss, no matter how trivial. Right now, the only such mechanics are ones imposed by the DM's story - story clocks, pro-active villains (even if only wandering monsters), rival factions, etc. That's why the 'injury candy' mechanics that have been mentioned in the thread are so interesting.</p><p></p><p>As for why I call them 'injury candy', its because I have small children and they remind me of the common technique of bribing children along the lines of, "If you'll be brave, then you can have a treat afterwards."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4107280, member: 4937"] There is that, but I think that there are bigger issues. The most important is that role playing is a team sport. If roleplaying was normally an individual activity, a period of being 'weak' would simply be another challenge to overcome. But since it is played in groups, if one player is significantly weaker than the other thier is a conflict over what action should be adopted next. Challenges suitable for the weakened character don't challenge the ones that haven't been weakened. Conversely, challenges for the unweakened characters are a signfiicant risk of further debilitation and death for the injured one. So what this typically means is that if an injury is too debilitating it normally has only a small impact on play, because rather than deal with the injury, the party collectively decides, "We won't do anything until Bob is feeling better." If the party is high enough level, that might typically only mean 'tommorrow'. The other problem is that with any injury, even just loss of hit points, there needs to be some mechanic which imposes a cost on immediately resting until fully healed. Otherwise, players will (or more precise can) simply do so after any loss, no matter how trivial. Right now, the only such mechanics are ones imposed by the DM's story - story clocks, pro-active villains (even if only wandering monsters), rival factions, etc. That's why the 'injury candy' mechanics that have been mentioned in the thread are so interesting. As for why I call them 'injury candy', its because I have small children and they remind me of the common technique of bribing children along the lines of, "If you'll be brave, then you can have a treat afterwards." [/QUOTE]
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Long-Term Injury Fun?
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