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Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="DEFCON 1" data-source="post: 6693736" data-attributes="member: 7006"><p>Heh... you are absolutely correct. And I did that on purpose. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>For one, I wanted a Far Realm game to have actual longer-term consequences for my players, so in addition to the punitive damage rules above, I added Corruption and Sanity rules as well. So basically the entire area around Firestorm Peak was so infused with Far Realm energy, any time someone was healed from injury they had to make Corruption rolls or else their healing might start producing body mutation (one player had a third hand starting to grow out of their torso for example), and any time a player saw something maddening they had to make Sanity rolls or else begin to go mad (at the end of the campaign, our telepath character lost her sight due to hysterical blindness-- not that it really mattered because she could still "see" through her familiar's eyes.)</p><p></p><p>Did all of this make things more difficult and deadly for the players? Absolutely. But this campaign was done after a long three-year 4E campaign using the default 4E rules, and I wanted to do something different.</p><p></p><p>But here's the thing... in truth, based upon how I DM and the players at my table... the punitive rules did not actually make things much worse for them. My table was of 8 players, of which at least 6 were usually at any night's game... so there were ALWAYS characters at the table that could trigger healing surges. On top of that... I had made it explicitly clear at the top of the campaign that unlike the previous one... all of the "ranged" characters who usually remained completely out of the damage from the fight (and invariably whined when they actually DID get attacked in the previous game)... had BETTER set up and "take one for the team" occasionally by drawing attacks from the monsters. Because if they relied on the tank and couple melee characters to absorb all the damage, they'd be the ones to always drop to 0, run the risk of a quick death, and more importantly start mutating after being healed. And the last thing the ranged PC would want was a tank whose Max HP was at their Bloodied level and whose arms began to have small eyes and mouths growing on them like some gibbering mouther.</p><p></p><p>It was a damn fun and interesting game, and broke a lot of my "ranged character" players of some bad habits.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6693736, member: 7006"] Heh... you are absolutely correct. And I did that on purpose. ;) For one, I wanted a Far Realm game to have actual longer-term consequences for my players, so in addition to the punitive damage rules above, I added Corruption and Sanity rules as well. So basically the entire area around Firestorm Peak was so infused with Far Realm energy, any time someone was healed from injury they had to make Corruption rolls or else their healing might start producing body mutation (one player had a third hand starting to grow out of their torso for example), and any time a player saw something maddening they had to make Sanity rolls or else begin to go mad (at the end of the campaign, our telepath character lost her sight due to hysterical blindness-- not that it really mattered because she could still "see" through her familiar's eyes.) Did all of this make things more difficult and deadly for the players? Absolutely. But this campaign was done after a long three-year 4E campaign using the default 4E rules, and I wanted to do something different. But here's the thing... in truth, based upon how I DM and the players at my table... the punitive rules did not actually make things much worse for them. My table was of 8 players, of which at least 6 were usually at any night's game... so there were ALWAYS characters at the table that could trigger healing surges. On top of that... I had made it explicitly clear at the top of the campaign that unlike the previous one... all of the "ranged" characters who usually remained completely out of the damage from the fight (and invariably whined when they actually DID get attacked in the previous game)... had BETTER set up and "take one for the team" occasionally by drawing attacks from the monsters. Because if they relied on the tank and couple melee characters to absorb all the damage, they'd be the ones to always drop to 0, run the risk of a quick death, and more importantly start mutating after being healed. And the last thing the ranged PC would want was a tank whose Max HP was at their Bloodied level and whose arms began to have small eyes and mouths growing on them like some gibbering mouther. It was a damn fun and interesting game, and broke a lot of my "ranged character" players of some bad habits. [/QUOTE]
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