Frostmarrow
First Post
Lackhand said:Very constructive and helpful, thanks! However, you forgot to include things like a hit point bonus from flanking and a hit point bonus from being equipped with lockpicks.
Actually, I feel like hit points are a bit too single axis to serve as an interesting measure of status in the D&D game. You need to be held, frozen, set on fire, poisoned, cursed (maybe in a few different ways!), diseased, maimed, blinded, weakened, sickened, shrunk, transmogrified, charmed, put to sleep, dominated, addicted, shaken, and so on. Without a variety of strange and unpleasant status effects, there's no way to both meaningfully and enjoyably model all the terrible fates that lurk in dungeons.
Statuses are also quite nice for a variety of beneficial effects, but that's not my point.
That Said, I'm pretty sure we don't literally have the condition track from Saga, because we've only seen the Bloodied Condition with no mention of threshholds. Also, I seem to recall some designer said it wasn't coming over, but that might just be hopeful thoughts whizzing about.
My point was really just to demonstrate that there are a variety of ways of modeling Terrible Things Happening To A Character without invoking the mathematically involved process of Level Drain or Stat Drain.
A permanent Maimed, Fatigued, Shaken, Slowed, Cursed, or Sickened condition, with defined effects, would go quite some way towards replacing the removed tools.
(Example: Slowed X: You suffer a -X penalty to Armor Class, Reflex Saves, all Attack Rolls, Dexterity-based Skill and Attribute checks, and Initiative checks. You also suffer a -Y (for Y some function of X) square reduction in movement; if this reduces your speed below 0 you are paralyzed and can take no actions until your speed becomes at least one square. Your DM gets to laugh at you.)
This is much more complex, on the face of it, than 3.X stat drain or level drain. Look at all the text!
However, nothing cascades. Those are the numbers, simply apply them. Your dexterity mod is still +5 or whatever, but if it's one of the called out situations-in-which-being-Slowed-affects-you, it's modified by the number, rather than having to track where all the math came from.
Heck, the "X" was something I came up with spur of the moment. I'm sure Slowed might also just be a single condition, with X always equal to 2 or 5 or what-have-you.
I'm serious about hp.

In an advanced game you can keep track of what the hp loss comes from and then have recovery of those hp be conditional on the type of status. If someone lights a torch all darkness hp damage is lifted. If you drink the antidote all poison hp loss is cured. And so on.
It makes life easy for module authors and crunch writers as well. They can make up anything they like and compare the discomfort level to that of being stabbed with a dagger or maimed with a guisarme (because weapon damage is a handy, as in every PHB, reference.)
Say for instance that you need a hamstringed status because you are writing up a feat. You simply put down 4 hp damage as the negative effect of being hamstringed. The equivalent of being stabbed with a dagger. Since the game is disregarding axe swings to the head (and how that affects movement and accuracy) why bother with minutae in this instance? The fluff is in the names.
Flanking is already fixed with combat advantage. If you got it you can sneak attack, but you don't think you will get a +2 on top of that? Nah.
Lockpicks is a requirement to even try. Face it, I'm not going to any open lock with a knife.
Anyways, the designers can dance around any issues that might appear. The single thing that is important (to me as a gamist) is - will it float? Speedily.