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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="Tony Vargas" data-source="post: 9178539" data-attributes="member: 996"><p>There's prettymuch two ways I've seen such systems go. </p><p>Either they're a death spiral that may be spread out over a period of time when you'd normally be at full strength - you get penalties or ability damage that don't go away just by healing hp, those penalties reduce your effectiveness, you take more wounds, etc. </p><p>Or, they're an increase in the granularity of healing magic as Cure Light Wounds works on some, Cure Serious on more serious ones, or other spells cure/heal/negate other wounds</p><p>Well, OK, or both - death spiral penalties in the near term, increased healing magic granularity as you prep & cast (or pay for) the right spells to get rid of them.</p><p></p><p>4e had a Disease Track that I tried adapting to curses and lingering wounds - it ran into the same issue (as did diseases). It could in theory drag out over days of recovery with Endurance and Heal checks, with attendant penalties, or a Ritual (Remove Affliction) could negate it, if that felt unsatisfying, there wasn't much to do but add more rituals. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p></p><p>Hit points actually do work kinda well, precisely because they are so abstract (narrativist/gamist) - the game just hasn't been too consistent about keeping other mechanics at similar degrees of abstraction, so you have these disquieting disconnects....</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9178539, member: 996"] There's prettymuch two ways I've seen such systems go. Either they're a death spiral that may be spread out over a period of time when you'd normally be at full strength - you get penalties or ability damage that don't go away just by healing hp, those penalties reduce your effectiveness, you take more wounds, etc. Or, they're an increase in the granularity of healing magic as Cure Light Wounds works on some, Cure Serious on more serious ones, or other spells cure/heal/negate other wounds Well, OK, or both - death spiral penalties in the near term, increased healing magic granularity as you prep & cast (or pay for) the right spells to get rid of them. 4e had a Disease Track that I tried adapting to curses and lingering wounds - it ran into the same issue (as did diseases). It could in theory drag out over days of recovery with Endurance and Heal checks, with attendant penalties, or a Ritual (Remove Affliction) could negate it, if that felt unsatisfying, there wasn't much to do but add more rituals. :rolleyes: Hit points actually do work kinda well, precisely because they are so abstract (narrativist/gamist) - the game just hasn't been too consistent about keeping other mechanics at similar degrees of abstraction, so you have these disquieting disconnects.... [/QUOTE]
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What does the mundane high level fighter look like? [+]
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