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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Long-Term Injury Rules
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<blockquote data-quote="Happy Funball" data-source="post: 4366491" data-attributes="member: 7911"><p>I think it is more complicated in print than it actually would be in play, but what do I know, I made it up last night. It is really just a -1/-2/-5/-10 penalty. I added some examples to make it not just completely barren of flavor. And besides, since it is up to the players to use, I am not too worried about complexity. </p><p></p><p></p><p></p><p>This is essentially all I have done. I just added some hard game rules to it.</p><p></p><p></p><p></p><p>I am not sure that is a simpler solution. My rule is not intended to make 4E more gritty. My rule is intended to add some controlled script immunity to the PCs while restoring the verisimilitude of combat. I really like the healing and HP in 4E, but without any possibility of longer term damage (longer than 8 hours and a nap) it strains even my desires.</p><p></p><p>You could certainly implement wounding rules off critical hits, following the disease structure, but, to paraphrase Kzach, I think that is in the wrong system.</p><p></p><p></p><p></p><p>I appreciate the idea of wanting characters to die (which, even under my system they can still die at negative bloodied HP). Under your alteration, I am confused how you would determine which Severity rating you ended on? I might instead suggest a +2/+5/+8/+10 bonus depending on which Severity they wanted to take, so taking a Severity 3 would (+10 bonus) would mean you'd stabilize most likely, but you'd be stuck with a Severity 3 impairment. Although it would have the oddity that someone with a severed leg would be more likely to survive unconsciousness than someone with bruised ribs. But that can be "hand-waived" away if you like the rules.</p></blockquote><p></p>
[QUOTE="Happy Funball, post: 4366491, member: 7911"] I think it is more complicated in print than it actually would be in play, but what do I know, I made it up last night. It is really just a -1/-2/-5/-10 penalty. I added some examples to make it not just completely barren of flavor. And besides, since it is up to the players to use, I am not too worried about complexity. This is essentially all I have done. I just added some hard game rules to it. I am not sure that is a simpler solution. My rule is not intended to make 4E more gritty. My rule is intended to add some controlled script immunity to the PCs while restoring the verisimilitude of combat. I really like the healing and HP in 4E, but without any possibility of longer term damage (longer than 8 hours and a nap) it strains even my desires. You could certainly implement wounding rules off critical hits, following the disease structure, but, to paraphrase Kzach, I think that is in the wrong system. I appreciate the idea of wanting characters to die (which, even under my system they can still die at negative bloodied HP). Under your alteration, I am confused how you would determine which Severity rating you ended on? I might instead suggest a +2/+5/+8/+10 bonus depending on which Severity they wanted to take, so taking a Severity 3 would (+10 bonus) would mean you'd stabilize most likely, but you'd be stuck with a Severity 3 impairment. Although it would have the oddity that someone with a severed leg would be more likely to survive unconsciousness than someone with bruised ribs. But that can be "hand-waived" away if you like the rules. [/QUOTE]
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Long-Term Injury Rules
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