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The Problem with Healing Powercreep
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<blockquote data-quote="pemerton" data-source="post: 9504022" data-attributes="member: 42582"><p>Some of the most intense mediaeval-esque RPGing that I've done has been in Greg Stafford's <em>other</em> Arthurian RPG, <em>Prince Valiant</em>. It came out in the late 80s, but I have the version that was released via Kickstarter 6-ish years ago.</p><p></p><p>Characters in this system have two stats - Brawn and Presence - as well as skills. (From a list of about 30.) Exhaustion and injury are represented as depletion of Brawn. The rules state that it is expressly up to the GM to decide how long it takes to recover lost Brawn, although guidelines are given that factor in both considerations of "realism" and considerations of pacing. There are also rules for distinguishing between light bruising/stunning/exhaustion, and more serious injury that is harder to recover.</p><p></p><p>The rule for dying is simple: death is not normally a part of Prince Valiant, but if the GM thinks that death is the only feasible consequence (eg a PC is thrown from the top of a high tower to the ground below) then the GM may declare a PC dead.</p><p></p><p>I don't think such a relaxed approach as I've described would necessarily suit D&D. But the idea that PC death <em>has</em> to be on the table for combat, or play more generally, to matter in a RPG isn't plausible, in my view.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9504022, member: 42582"] Some of the most intense mediaeval-esque RPGing that I've done has been in Greg Stafford's [I]other[/I] Arthurian RPG, [I]Prince Valiant[/I]. It came out in the late 80s, but I have the version that was released via Kickstarter 6-ish years ago. Characters in this system have two stats - Brawn and Presence - as well as skills. (From a list of about 30.) Exhaustion and injury are represented as depletion of Brawn. The rules state that it is expressly up to the GM to decide how long it takes to recover lost Brawn, although guidelines are given that factor in both considerations of "realism" and considerations of pacing. There are also rules for distinguishing between light bruising/stunning/exhaustion, and more serious injury that is harder to recover. The rule for dying is simple: death is not normally a part of Prince Valiant, but if the GM thinks that death is the only feasible consequence (eg a PC is thrown from the top of a high tower to the ground below) then the GM may declare a PC dead. I don't think such a relaxed approach as I've described would necessarily suit D&D. But the idea that PC death [I]has[/I] to be on the table for combat, or play more generally, to matter in a RPG isn't plausible, in my view. [/QUOTE]
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