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General Tabletop Discussion
*Dungeons & Dragons
On Lingering Injuries
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<blockquote data-quote="GX.Sigma" data-source="post: 6774215" data-attributes="member: 6690511"><p>a) I'm considering using <a href="http://deathanddismemberment.blogspot.com/2015/01/the-one-death-dismemberment-table-to.html" target="_blank">this death & dismemberment table</a> for my next campaign (currently taking a break from GMing), but I'm still not sure if I want to inflict that kind of brutality on my friends. (tl;dr: roll on the chart when you get to 0 hp; results range from instant death to second wind)</p><p></p><p>b) I don't like how 5e handles death and dying. Getting down to 0 hp is barely an inconvenience as long as you have a party healer (and since there's no negative hp, sometimes it's even a better strategy to let your allies fall to 0, because your healing will be more efficient). I want combat to be a last resort with real consequences, rather than always being the obvious choice. I also want more turnover in characters, and I want it to be an actual challenge to get to the later levels. Basically I want it to feel more like a horror movie than an action movie.</p><p></p><p>c) On the chart I'm talking about, half the results don't last beyond your next turn. The other half effectively remove you from the rest of the adventuring day and can't be healed with low-level magic. This is the main reason I'm hesitant, since I'm not interested in the player not getting to play anymore that session, and in some cases actually becoming a burden to the party for the rest of the adventure. At least if the character dies, the player makes a new character; what if the character is just incapacitated for the rest of the adventure? On the other hand, maybe that will strongly motivate players to avoid falling to 0 hp at all costs, which is what I'm going for. </p><p></p><p>d) The thing that drew me to this chart is how it handles this issue: more severe wounds can only be cured by higher level spells (and the spell can either cure the injury or restore hp, not both).</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6774215, member: 6690511"] a) I'm considering using [URL="http://deathanddismemberment.blogspot.com/2015/01/the-one-death-dismemberment-table-to.html"]this death & dismemberment table[/URL] for my next campaign (currently taking a break from GMing), but I'm still not sure if I want to inflict that kind of brutality on my friends. (tl;dr: roll on the chart when you get to 0 hp; results range from instant death to second wind) b) I don't like how 5e handles death and dying. Getting down to 0 hp is barely an inconvenience as long as you have a party healer (and since there's no negative hp, sometimes it's even a better strategy to let your allies fall to 0, because your healing will be more efficient). I want combat to be a last resort with real consequences, rather than always being the obvious choice. I also want more turnover in characters, and I want it to be an actual challenge to get to the later levels. Basically I want it to feel more like a horror movie than an action movie. c) On the chart I'm talking about, half the results don't last beyond your next turn. The other half effectively remove you from the rest of the adventuring day and can't be healed with low-level magic. This is the main reason I'm hesitant, since I'm not interested in the player not getting to play anymore that session, and in some cases actually becoming a burden to the party for the rest of the adventure. At least if the character dies, the player makes a new character; what if the character is just incapacitated for the rest of the adventure? On the other hand, maybe that will strongly motivate players to avoid falling to 0 hp at all costs, which is what I'm going for. d) The thing that drew me to this chart is how it handles this issue: more severe wounds can only be cured by higher level spells (and the spell can either cure the injury or restore hp, not both). [/QUOTE]
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On Lingering Injuries
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