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<blockquote data-quote="Esker" data-source="post: 7932171" data-attributes="member: 6966824"><p>You might have an easier time divorcing conditions from durations if you break up the existing conditions into their component ingredients, and try to assign some kind of point value to those ingredients. For example, most conditions consist of some combination of:</p><p></p><p>1. adv/disadv on ability checks</p><p>2. adv/disadv on attacks</p><p>3. adv/disadv on attacks against you</p><p>4. adv/disadv on a type of saving throw</p><p>5. auto-fail a type of saving throw</p><p>6. can't take an action</p><p>7. speed halved</p><p>8. speed reduced to zero</p><p>9. close range hits against you become crits</p><p>10. you can't see</p><p>11. you can't be seen</p><p>12. you can't hear</p><p></p><p>And then there are some conditional versions of these (e.g., frightened impairs your movement in a particular way that isn't a flat reduction to speed). We have </p><p></p><p>Blinded = (2)+(3)+(10)</p><p>Deafened = (12)</p><p>Grappled = (8)</p><p>Incapacitated = (6)</p><p>Invisible = (2)+(3)+(11)</p><p>Paralyzed = (3)+(5)+(5)+(6)+(8)+(9)</p><p>Petrified = (3)+(5)+(5)+(6)+(8)+(special)</p><p>Poisoned = (1)+(2)</p><p>Prone = (2)+(3*)+(7)</p><p>Restrained = (2)+(3)+(4)+(8)</p><p>Stunned = (3)+(5)+(5)+(6)</p><p>Unconscious = (3*)+(5)+(5)+(6)+(8)+(9)</p><p>Exhaustion 1: (1)</p><p>Exhaustion 2: (1)+(7)</p><p>Exhaustion 3: (1)+(7)+(2)+(4)+(4)+(4)</p><p>Exhaustion 4: (1)+(7)+(2)+(4)+(4)+(4)+(special)</p><p>Exhaustion 5: (1)+(7)+(2)+(4)+(4)+(4)+(8)+(special)</p><p></p><p>I would probably bin these ingredients into:</p><p></p><p>Trivial: (12)</p><p>Minor: (1), (4), (7)</p><p>Moderate: (8), (10), (11)</p><p>Major: (2), (3), (5), (9)</p><p>Severe: (6)</p></blockquote><p></p>
[QUOTE="Esker, post: 7932171, member: 6966824"] You might have an easier time divorcing conditions from durations if you break up the existing conditions into their component ingredients, and try to assign some kind of point value to those ingredients. For example, most conditions consist of some combination of: 1. adv/disadv on ability checks 2. adv/disadv on attacks 3. adv/disadv on attacks against you 4. adv/disadv on a type of saving throw 5. auto-fail a type of saving throw 6. can't take an action 7. speed halved 8. speed reduced to zero 9. close range hits against you become crits 10. you can't see 11. you can't be seen 12. you can't hear And then there are some conditional versions of these (e.g., frightened impairs your movement in a particular way that isn't a flat reduction to speed). We have Blinded = (2)+(3)+(10) Deafened = (12) Grappled = (8) Incapacitated = (6) Invisible = (2)+(3)+(11) Paralyzed = (3)+(5)+(5)+(6)+(8)+(9) Petrified = (3)+(5)+(5)+(6)+(8)+(special) Poisoned = (1)+(2) Prone = (2)+(3*)+(7) Restrained = (2)+(3)+(4)+(8) Stunned = (3)+(5)+(5)+(6) Unconscious = (3*)+(5)+(5)+(6)+(8)+(9) Exhaustion 1: (1) Exhaustion 2: (1)+(7) Exhaustion 3: (1)+(7)+(2)+(4)+(4)+(4) Exhaustion 4: (1)+(7)+(2)+(4)+(4)+(4)+(special) Exhaustion 5: (1)+(7)+(2)+(4)+(4)+(4)+(8)+(special) I would probably bin these ingredients into: Trivial: (12) Minor: (1), (4), (7) Moderate: (8), (10), (11) Major: (2), (3), (5), (9) Severe: (6) [/QUOTE]
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