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<blockquote data-quote="Oracular Vision" data-source="post: 238846" data-attributes="member: 2265"><p><strong>Re: Combat more deadly... the simple solution...</strong></p><p></p><p></p><p></p><p>There are two things I think I would like to incorporate - armor not adding to AC but adding the same value as DR, and your idea of taking 1 pt of temporary CON damage per hit in melee, 2 pts for a critical hit. This will eliminate the ridiculously high AC's I am already seeing in 9th level characters, and make combat a more serious thing, you won't want to get hit so much anymore.</p><p></p><p>After the fight, you get half the temporary CON damage back as your wounds are staunched. Do you recover only 1 stat point per stat for overnight sleep too? This would really slow down dungeon exploration, as after two fights, the fighters will be too weakened to do anything anymore. This will make the party protect them better, and use magic more effectively, but it may well halve the number of times they can fight in one evening (currently, they can have three small fights and one large one per evening, this would reduce it to one small and one large I think.) But I like the implication! Fights will be less of a "I can take all the damage he can cause" situation to more of a "I better take this guy out fast." That's more realistic, and less meta-gaming. Of course the cleric can heal it all up, using more resources, which I also like.</p><p></p><p>When my party gets to their next gameworld next month, I will try it and tell you how it went.</p></blockquote><p></p>
[QUOTE="Oracular Vision, post: 238846, member: 2265"] [b]Re: Combat more deadly... the simple solution...[/b] There are two things I think I would like to incorporate - armor not adding to AC but adding the same value as DR, and your idea of taking 1 pt of temporary CON damage per hit in melee, 2 pts for a critical hit. This will eliminate the ridiculously high AC's I am already seeing in 9th level characters, and make combat a more serious thing, you won't want to get hit so much anymore. After the fight, you get half the temporary CON damage back as your wounds are staunched. Do you recover only 1 stat point per stat for overnight sleep too? This would really slow down dungeon exploration, as after two fights, the fighters will be too weakened to do anything anymore. This will make the party protect them better, and use magic more effectively, but it may well halve the number of times they can fight in one evening (currently, they can have three small fights and one large one per evening, this would reduce it to one small and one large I think.) But I like the implication! Fights will be less of a "I can take all the damage he can cause" situation to more of a "I better take this guy out fast." That's more realistic, and less meta-gaming. Of course the cleric can heal it all up, using more resources, which I also like. When my party gets to their next gameworld next month, I will try it and tell you how it went. [/QUOTE]
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