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<blockquote data-quote="GigawattWarlock" data-source="post: 8140403" data-attributes="member: 7027993"><p>I often feel the game should have more Consequences. Here's a few ideas I brainstormed:</p><ol> <li data-xf-list-type="ol">When hit by a Critical Hit, there is a lasting injury or damage. Examples: A graphic wound, a permanent scar, equipment damaged or destroyed. </li> <li data-xf-list-type="ol">When HP drops to 0, the character experiences lasting injury (same as above). </li> <li data-xf-list-type="ol">If you get hit by a dragon breath weapon or anything remarkable or terrible, it doesn't solely reduce your HP. It also has some cinematic effect. You might be badly burned and experience serious pain both immediately and for several days.</li> <li data-xf-list-type="ol">Basic run-of-the-mill Healing helps you restore HP, but it doesn't remove scars or restore lost limbs or severed hands. It may ease the pain of your serious acid burn, but you'll be disfigured and still in serious pain for a while.</li> <li data-xf-list-type="ol">I'll probably re-introduce the idea of Critical Failures (1 on a d20) causing some kind of self-harm, equipment damage, friendly fire where you accidentally strike a friendly target. I might use it in sparingly or inconsistently.</li> </ol><p>My motivation for this change sounds similar to [USER=7025282]@Warpiglet-7[/USER]. Here are some of the play experiences I want to avoid:</p><ol> <li data-xf-list-type="ol">No matter how terrifying the enemy sounds, players charge headlong into danger. "Giant epic dragon? No problem, I run straight at it and attack with my sword." I want my players to feel powerful and confident at times and terrified at other times.</li> <li data-xf-list-type="ol">Player overconfidence (as described above) means they don't have to employ any kind of strategy, tactics, restraint, or cooperation.</li> <li data-xf-list-type="ol">Healing is so easy it feels cheesy. We have a Cleric with "Healing Word" (1st level, bonus action, 60 ft range). When a party member goes down, they can just bring them right back to their feet without any effort or consequences at all. A TPK (or any character death at all) is really rare because it's so easy to heal. </li> </ol><p>Finally, some of my players actually want their characters to die from time to time so they can roll up new characters. They like making new characters. <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></blockquote><p></p>
[QUOTE="GigawattWarlock, post: 8140403, member: 7027993"] I often feel the game should have more Consequences. Here's a few ideas I brainstormed: [LIST=1] [*]When hit by a Critical Hit, there is a lasting injury or damage. Examples: A graphic wound, a permanent scar, equipment damaged or destroyed. [*]When HP drops to 0, the character experiences lasting injury (same as above). [*]If you get hit by a dragon breath weapon or anything remarkable or terrible, it doesn't solely reduce your HP. It also has some cinematic effect. You might be badly burned and experience serious pain both immediately and for several days. [*]Basic run-of-the-mill Healing helps you restore HP, but it doesn't remove scars or restore lost limbs or severed hands. It may ease the pain of your serious acid burn, but you'll be disfigured and still in serious pain for a while. [*]I'll probably re-introduce the idea of Critical Failures (1 on a d20) causing some kind of self-harm, equipment damage, friendly fire where you accidentally strike a friendly target. I might use it in sparingly or inconsistently. [/LIST] My motivation for this change sounds similar to [USER=7025282]@Warpiglet-7[/USER]. Here are some of the play experiences I want to avoid: [LIST=1] [*]No matter how terrifying the enemy sounds, players charge headlong into danger. "Giant epic dragon? No problem, I run straight at it and attack with my sword." I want my players to feel powerful and confident at times and terrified at other times. [*]Player overconfidence (as described above) means they don't have to employ any kind of strategy, tactics, restraint, or cooperation. [*]Healing is so easy it feels cheesy. We have a Cleric with "Healing Word" (1st level, bonus action, 60 ft range). When a party member goes down, they can just bring them right back to their feet without any effort or consequences at all. A TPK (or any character death at all) is really rare because it's so easy to heal. [/LIST] Finally, some of my players actually want their characters to die from time to time so they can roll up new characters. They like making new characters. :) [/QUOTE]
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