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*Pathfinder & Starfinder
Something that has to be modeled in this game and currently is not
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6011403" data-attributes="member: 54843"><p>Falling and Sneak Attack are already modeled through HP damage; what's the problem with this? </p><p></p><p>Starvation and thirst would probably be modeled as failed Survival or Endurance checks. In D&D terms, I'd think their effects would be negated by eating/drinking and having a long rest. As someone mentioned, though, losing HD would be a decent way to model the effects if you wanted to have the party fighting despite their hunger and exhaustion.</p><p></p><p>Pressure, vacuum, and suffocation would probably be modeled as flat HP damage per round - maybe an Endurance or Con check to avoid it for a few rounds.</p><p></p><p>Disease and poison would clearly depend on the type of disease or poison. Since poisons are often used by monsters and PCs, they'd have to be balanced with interesting in-game effects (like disadvantage on certain rolls). As for disease... well, if you don't have a cleric on hand to cure your bubonic plague, you've probably got a fair number of issues. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In other words, all of these things have already been modeled in previous editions of D&D without a specific condition track. I can see the OP's issue with the fuzziness of the HP mechanic (if I get stabbed in the neck by a rogue, how is a warlord going to "inspire" me back to health?) but I think that can be resolved by making curative mechanics at least semi-magical.</p><p></p><p>Healing kits are a great example of this, IMO: it's unrealistic that you could patch up a bunch of knife wounds and be good to go in 10 minutes, but hey, in the fantastic realm of MyCampaignWorld there are common enchanted herbs that blah blah blah. Bards and paladins can heal without much issue too, since a bard or paladin's "inspiration" is infused with magic. Warlords are the only real stumbling block here. If you kill or "fix" warlord healing, we can all go back to thinking of HP as at least 75% physical wounds.</p><p></p><p>This is a bit far afield, but I think even this hurdle could be overcome. Just say that a warlord's expertise in combat includes advanced medical training, and give him abilities that let him use healing kits more effectively (and even in combat). Maybe even an out-of-combat Speechify ability that lets party members "dig deep" to gain extra HD, so that the warlord wouldn't be strictly inferior to a cleric who doesn't need to spend your HD to heal you.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6011403, member: 54843"] Falling and Sneak Attack are already modeled through HP damage; what's the problem with this? Starvation and thirst would probably be modeled as failed Survival or Endurance checks. In D&D terms, I'd think their effects would be negated by eating/drinking and having a long rest. As someone mentioned, though, losing HD would be a decent way to model the effects if you wanted to have the party fighting despite their hunger and exhaustion. Pressure, vacuum, and suffocation would probably be modeled as flat HP damage per round - maybe an Endurance or Con check to avoid it for a few rounds. Disease and poison would clearly depend on the type of disease or poison. Since poisons are often used by monsters and PCs, they'd have to be balanced with interesting in-game effects (like disadvantage on certain rolls). As for disease... well, if you don't have a cleric on hand to cure your bubonic plague, you've probably got a fair number of issues. ;) In other words, all of these things have already been modeled in previous editions of D&D without a specific condition track. I can see the OP's issue with the fuzziness of the HP mechanic (if I get stabbed in the neck by a rogue, how is a warlord going to "inspire" me back to health?) but I think that can be resolved by making curative mechanics at least semi-magical. Healing kits are a great example of this, IMO: it's unrealistic that you could patch up a bunch of knife wounds and be good to go in 10 minutes, but hey, in the fantastic realm of MyCampaignWorld there are common enchanted herbs that blah blah blah. Bards and paladins can heal without much issue too, since a bard or paladin's "inspiration" is infused with magic. Warlords are the only real stumbling block here. If you kill or "fix" warlord healing, we can all go back to thinking of HP as at least 75% physical wounds. This is a bit far afield, but I think even this hurdle could be overcome. Just say that a warlord's expertise in combat includes advanced medical training, and give him abilities that let him use healing kits more effectively (and even in combat). Maybe even an out-of-combat Speechify ability that lets party members "dig deep" to gain extra HD, so that the warlord wouldn't be strictly inferior to a cleric who doesn't need to spend your HD to heal you. [/QUOTE]
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