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General Tabletop Discussion
*Pathfinder & Starfinder
Making combat less deadly.
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<blockquote data-quote="Tony Vargas" data-source="post: 1882819" data-attributes="member: 996"><p>One system I've considered for games where healing (let alone ressurection) magic is less apropriate, is partially ripped off from Omega World. It goes like this.</p><p></p><p>You have 'Reserves' equal to your hps. Out of combat, you can transfer reserves to hps - effectively 'healing' yourself. Remember, though that hps don't always represent wounds, so much as the ability to avoid them - in this system, that's more litterally true.</p><p></p><p>Once you're out of hps, the damage you take goes directly to a stat (randomly determined). You can take a deep flesh wound that devestates your DEX or STR, or a chest wound that damages your CON, or a head wound that blasts a mental stat. This damage represents 'real' wounds. Criticals do hp damage, and stat damage, instead of multiples of hp damage. To make it less deadly, you can toss the critical rule, and also allow that you don't take real wounds until you run out of hps - even 1 hp will save you from taking stat damage from the next attack. The advantage is that it's very easy for players to know when they should break off a fight that's going against them, which'll tend to make the game less deadly.</p><p></p><p>I'd like to second two other ideas that have been mentioned: Save or dies being Save or 0hps, instead. And, the simple idea of just not using terribly tough encounters. If there's no ressurrection, any encounter is 'dangerous,' since it's always possible to take a crit or whatever and die, and death is permanent - you don't need to make every encounter burn through some proportion of the party resources to get accross the feeling of danger.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 1882819, member: 996"] One system I've considered for games where healing (let alone ressurection) magic is less apropriate, is partially ripped off from Omega World. It goes like this. You have 'Reserves' equal to your hps. Out of combat, you can transfer reserves to hps - effectively 'healing' yourself. Remember, though that hps don't always represent wounds, so much as the ability to avoid them - in this system, that's more litterally true. Once you're out of hps, the damage you take goes directly to a stat (randomly determined). You can take a deep flesh wound that devestates your DEX or STR, or a chest wound that damages your CON, or a head wound that blasts a mental stat. This damage represents 'real' wounds. Criticals do hp damage, and stat damage, instead of multiples of hp damage. To make it less deadly, you can toss the critical rule, and also allow that you don't take real wounds until you run out of hps - even 1 hp will save you from taking stat damage from the next attack. The advantage is that it's very easy for players to know when they should break off a fight that's going against them, which'll tend to make the game less deadly. I'd like to second two other ideas that have been mentioned: Save or dies being Save or 0hps, instead. And, the simple idea of just not using terribly tough encounters. If there's no ressurrection, any encounter is 'dangerous,' since it's always possible to take a crit or whatever and die, and death is permanent - you don't need to make every encounter burn through some proportion of the party resources to get accross the feeling of danger. [/QUOTE]
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