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Stun/Paralysis effects
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<blockquote data-quote="I'm A Banana" data-source="post: 4011455" data-attributes="member: 2067"><p>Each of these has other problems, too.</p><p></p><p><strong>Energy Drain</strong>: Forces massive re-calculations as you "level down." A lot of time spent trying to remember what you picked up a month ago when you got this level, a recalculation of XP, and a halt to the enjoyment of character advancement. Negative levels are fine, (penalties building up to demise), but actual level loss is something that is a massive hassle.</p><p></p><p><strong>Ability Drain/Damage</strong>: Forces massive re-calculation of the cascading effects of your ability scores. Damage Strength, and you might not be able to carry your backpack or use your Power Attack feat, as well as getting penalties to melee attacks and damage. Damage Dexterity, you loose Initiative, you loose ranged to-hit, you lose AC. These cascading effects require you to keep too much information in mind about your ability damage/drain. Better just to give you an initiative penalty or an AC penalty or a damage penalty.</p><p></p><p>So those fall into the category of "Memorize these rules and do math" area of not-funness. </p><p></p><p>It <strong>STILL</strong> has nothing to do with giving players easy rewards.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4011455, member: 2067"] Each of these has other problems, too. [B]Energy Drain[/B]: Forces massive re-calculations as you "level down." A lot of time spent trying to remember what you picked up a month ago when you got this level, a recalculation of XP, and a halt to the enjoyment of character advancement. Negative levels are fine, (penalties building up to demise), but actual level loss is something that is a massive hassle. [B]Ability Drain/Damage[/B]: Forces massive re-calculation of the cascading effects of your ability scores. Damage Strength, and you might not be able to carry your backpack or use your Power Attack feat, as well as getting penalties to melee attacks and damage. Damage Dexterity, you loose Initiative, you loose ranged to-hit, you lose AC. These cascading effects require you to keep too much information in mind about your ability damage/drain. Better just to give you an initiative penalty or an AC penalty or a damage penalty. So those fall into the category of "Memorize these rules and do math" area of not-funness. It [B]STILL[/B] has nothing to do with giving players easy rewards. [/QUOTE]
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