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The problem with 5e
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<blockquote data-quote="TheSword" data-source="post: 8143512" data-attributes="member: 6879661"><p>Realistically the changes to 5e have reduced the impact of press your luck. Because parties can largely be at full hp before any given new encounter.</p><p></p><p>Lingering injuries that are linked to critical hits or [USER=6687260]@Don Durito[/USER] ’s suggestion of mass damage don’t really disincentivized players to push their luck, because they can happen at any time. The players aren’t safe from this by resting after every encounter (though they would be if it was purely down to reaching 0 hp). Instead players are incentivized to find other solutions, avoid charging in every time - or god forbid - surrender.</p><p></p><p>I also think lingering injuries are not the game breaker that one at first presumes. Prosthetics, possibly even magically prosthetics, regeneration, experimentation on troll organs, blessings, fiendish rituals etc can all solve the challenge in an interesting way.</p><p></p><p>Stepping over the edge isn’t a punishment, it is a possible outcome. D&D has never been a great at dealing with loss. It is generally about a continual growth curve. I think that’s probably bad for storytelling and making combat feel dangerous. With the new rules for retraining in Tasha’s adapting to a character who loses a hand at level 3 has never been easier.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8143512, member: 6879661"] Realistically the changes to 5e have reduced the impact of press your luck. Because parties can largely be at full hp before any given new encounter. Lingering injuries that are linked to critical hits or [USER=6687260]@Don Durito[/USER] ’s suggestion of mass damage don’t really disincentivized players to push their luck, because they can happen at any time. The players aren’t safe from this by resting after every encounter (though they would be if it was purely down to reaching 0 hp). Instead players are incentivized to find other solutions, avoid charging in every time - or god forbid - surrender. I also think lingering injuries are not the game breaker that one at first presumes. Prosthetics, possibly even magically prosthetics, regeneration, experimentation on troll organs, blessings, fiendish rituals etc can all solve the challenge in an interesting way. Stepping over the edge isn’t a punishment, it is a possible outcome. D&D has never been a great at dealing with loss. It is generally about a continual growth curve. I think that’s probably bad for storytelling and making combat feel dangerous. With the new rules for retraining in Tasha’s adapting to a character who loses a hand at level 3 has never been easier. [/QUOTE]
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