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Must OSR = Deadly?
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<blockquote data-quote="AmerginLiath" data-source="post: 8139651" data-attributes="member: 777"><p>I always liked the Constitution score negative HP idea myself, such that an “average person” would die at –10, but a sturdy character might last to –16 or even –18 (while a weaker character at 8 Con needs help that much quicker). Especially in AD&D and it’s clones, where permanent Constitution depletes with resurrection, making the pull of death that much stronger bit by bit over time seems poetic.</p><p></p><p>Despite playing since the days of late 1st edition, I’m not sure I have any good suggestions, as I was always a player in one of the two extremes – either games where I knew my character was bound to die in one session or campaigns where fate was likely to intervene in some small way to help preserve us until those dramatic moments wherein all bets were off. Having, despite how much I often think of it, not actually revisited the system in play since childhood, I can only guess that it’s worth (looking at the magic-user example provided) figuring out how you want to play the segments such that the major mojo party-killer magic on both sides has a timer in which martial sorts can diffuse it with quicker actions.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 8139651, member: 777"] I always liked the Constitution score negative HP idea myself, such that an “average person” would die at –10, but a sturdy character might last to –16 or even –18 (while a weaker character at 8 Con needs help that much quicker). Especially in AD&D and it’s clones, where permanent Constitution depletes with resurrection, making the pull of death that much stronger bit by bit over time seems poetic. Despite playing since the days of late 1st edition, I’m not sure I have any good suggestions, as I was always a player in one of the two extremes – either games where I knew my character was bound to die in one session or campaigns where fate was likely to intervene in some small way to help preserve us until those dramatic moments wherein all bets were off. Having, despite how much I often think of it, not actually revisited the system in play since childhood, I can only guess that it’s worth (looking at the magic-user example provided) figuring out how you want to play the segments such that the major mojo party-killer magic on both sides has a timer in which martial sorts can diffuse it with quicker actions. [/QUOTE]
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