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What needs to be fixed in 5E?
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<blockquote data-quote="KarinsDad" data-source="post: 5713008" data-attributes="member: 2011"><p>Yes, I understood that.</p><p></p><p>But, you might have not understood what I meant.</p><p></p><p>If someone is bleeding, it means that he already got smacked hard and took a minimum of a Resolve point in your system.</p><p></p><p>Considering that Resolve points are similar to Healing Surges, a PC that gets into that unlucky situation of missing 5 saving throws as I mentioned would be in a world of hurt. If this occurs in encounter one of the day, then this PC is probably losing 1 Resolve for getting hit with a Wound that bled in the first place, 5 Resolve because of bad luck, and another 2 or 3 Resolve or so to heal back the lost Stamina.</p><p></p><p>That's 8 or 9 Resolve points in a single encounter. In 4E, most PCs are typically in the range of 6 to 12 Healing Surges, so this PC is more or less done for the day after a single encounter (or dead depending on the rules). Even in a gritty campaign, having a PC be done for the day after a single encounter is, as I mentioned, harsh. It really becomes a 5 minute work day and would be pretty unfun for the players.</p><p></p><p>This is similar to using the old Rolemaster rules without using house rules. They were unusable because one or more PCs would die or be seriously incapacitated within a few encounters and it took 3 hours to create a new PC. We even had a game once with the house rules where a PC nearly killed himself with a fumble on round one of the first encounter of the campaign. There's limits to how gritty a game that takes a while to create a new PC should be. Otherwise, people won't play it, at least based on the non-house ruled rules. I don't know anyone who ever played the old Rolemaster rules as written without house ruling the critical tables.</p><p></p><p></p><p>A game designer has to be a bit careful with rules that could take away half or more of a PC's resources within a single encounter. This bleeding rule is such a rule if the player runs into cold dice.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5713008, member: 2011"] Yes, I understood that. But, you might have not understood what I meant. If someone is bleeding, it means that he already got smacked hard and took a minimum of a Resolve point in your system. Considering that Resolve points are similar to Healing Surges, a PC that gets into that unlucky situation of missing 5 saving throws as I mentioned would be in a world of hurt. If this occurs in encounter one of the day, then this PC is probably losing 1 Resolve for getting hit with a Wound that bled in the first place, 5 Resolve because of bad luck, and another 2 or 3 Resolve or so to heal back the lost Stamina. That's 8 or 9 Resolve points in a single encounter. In 4E, most PCs are typically in the range of 6 to 12 Healing Surges, so this PC is more or less done for the day after a single encounter (or dead depending on the rules). Even in a gritty campaign, having a PC be done for the day after a single encounter is, as I mentioned, harsh. It really becomes a 5 minute work day and would be pretty unfun for the players. This is similar to using the old Rolemaster rules without using house rules. They were unusable because one or more PCs would die or be seriously incapacitated within a few encounters and it took 3 hours to create a new PC. We even had a game once with the house rules where a PC nearly killed himself with a fumble on round one of the first encounter of the campaign. There's limits to how gritty a game that takes a while to create a new PC should be. Otherwise, people won't play it, at least based on the non-house ruled rules. I don't know anyone who ever played the old Rolemaster rules as written without house ruling the critical tables. A game designer has to be a bit careful with rules that could take away half or more of a PC's resources within a single encounter. This bleeding rule is such a rule if the player runs into cold dice. [/QUOTE]
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