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<blockquote data-quote="Lackhand" data-source="post: 3963637" data-attributes="member: 36160"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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 <em>held</em>, frozen, set on fire, poisoned, cursed (maybe in a few different ways!), diseased, maimed, blinded, weakened, sickened, shrunk, transmogrified, <em>charmed</em>, put to sleep, <em>dominated</em>, 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.</p><p></p><p>Statuses are also quite nice for a variety of beneficial effects, but that's not my point.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>A permanent Maimed, Fatigued, Shaken, Slowed, Cursed, or Sickened condition, with defined effects, would go quite some way towards replacing the removed tools.</p><p></p><p>(Example: <strong>Slowed X</strong>: 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.)</p><p></p><p>This is much more complex, on the face of it, than 3.X stat drain or level drain. Look at all the text!</p><p>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-<strong>Slowed</strong>-affects-you, it's modified by the number, rather than having to track where all the math came from.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 3963637, member: 36160"] 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 [i]held[/i], frozen, set on fire, poisoned, cursed (maybe in a few different ways!), diseased, maimed, blinded, weakened, sickened, shrunk, transmogrified, [i]charmed[/i], put to sleep, [i]dominated[/i], 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: [b]Slowed X[/b]: 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-[b]Slowed[/b]-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. [/QUOTE]
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