SaffroN said:Why are there so many DM's willing to slap on negative effects to their players so liberally?
This doesn't make sense to me... Mostly because if i was in a game where negative 'slap on' effects were common occurrence, i wouldn't be having fun. especially, in this case, if i were the Fighter. As a Fighter it's my job to take damage instead of my friends... I would be very annoyed if i was being penalized for doing my job (ie: taking damage).
As players would you guys really be having fun in your own games?
I can understand people using these rules if everyone at the table enjoys it. To each his own.Nebulous said:No, not just damage, almost dying. 4e is deliberately like a videogame and some people want to tweak it more lethally. We're just playing around with rules. For fun. And it is fun whether actually used or not. Without playing a lot of 4e i can't say what i would ultimately want to change, if anything.
I'm trying to think on a better way to deal Trauma points.ainatan said:Trauma Points
When youare unconscious and dying and fail a stabilization checkyou gain a trauma point. Each trauma point you have reduces your total number of healing surge uses by one. When your number of trauma points equals your Constitution score, you die. When you take an extended rest you lose one trauma point and regain one use of your healing surges.
Some healing rituals and special uses of the Heal skill allow you to heal trauma points at a faster rate.
Nebulous said:Indeed, this is a good balance between "miraculous recovery" and "instant death." It also uses Action Points in a method i prefer. But you would have to tweak the rules for acquiring and using AP's. No one would waste it on a move action if you needed it to save your life potentially.
Because we're evil!SaffroN said:Why are there so many DM's willing to slap on negative effects to their players so liberally?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.