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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Crazy Jerome" data-source="post: 5946515" data-attributes="member: 54877"><p>We are probably talking somewhat at cross purposes, but I'd say that's only half of it. I also assume that the gaming group wants wounds to carry over for some time, but without immediately and severly putting pressure on the players to hole up and rest, or retreat. The idea is to press on through the wounds for some time, until the pressure gets to be too much. You need a finer control for that, since every group has their own set of limits--and these will also vary by the situation at hand.</p><p> </p><p></p><p> </p><p>If it doesn't happen very much, and when it does happen it is so severe as to immediately prompt dealing with it--it isn't really much of a threat. Thus, I'd put such a system more in the realm of that illusionism that I mentioned early--atmosphere, not reality. If the players are walking around with this feeling that, "what we are doing is risky, because we could get knocked down to zero and then take 1d6 to a key stat," but in practice it doesn't mean they spend much time adventuring with an actual penalty, then it seems to me like a lot of mechanical hoop jumping for mere atmosphere. But then, I'm not one that generally appreciates such mechanics--more dreaded in theory than practice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>That's a lot like an AD&D wizard spellbook that never gets stolen because the DM doesn't have the heart to mess with the wizard player that way. One of the keys to making such mechanics hurt is to make them not hurt so much that people will go to great lengths to avoid them.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5946515, member: 54877"] We are probably talking somewhat at cross purposes, but I'd say that's only half of it. I also assume that the gaming group wants wounds to carry over for some time, but without immediately and severly putting pressure on the players to hole up and rest, or retreat. The idea is to press on through the wounds for some time, until the pressure gets to be too much. You need a finer control for that, since every group has their own set of limits--and these will also vary by the situation at hand. If it doesn't happen very much, and when it does happen it is so severe as to immediately prompt dealing with it--it isn't really much of a threat. Thus, I'd put such a system more in the realm of that illusionism that I mentioned early--atmosphere, not reality. If the players are walking around with this feeling that, "what we are doing is risky, because we could get knocked down to zero and then take 1d6 to a key stat," but in practice it doesn't mean they spend much time adventuring with an actual penalty, then it seems to me like a lot of mechanical hoop jumping for mere atmosphere. But then, I'm not one that generally appreciates such mechanics--more dreaded in theory than practice. :D That's a lot like an AD&D wizard spellbook that never gets stolen because the DM doesn't have the heart to mess with the wizard player that way. One of the keys to making such mechanics hurt is to make them not hurt so much that people will go to great lengths to avoid them. [/QUOTE]
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