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When status effects annoy the players
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<blockquote data-quote="FireLance" data-source="post: 5156884" data-attributes="member: 3424"><p>I've had the occasional fight suffer under the weight of multiple status conditions, and these days, I try to ensure that I use statuses sparingly. I generally prefer monsters that apply status effects once per encounter or twice at most (e.g. the ability recharges when the monster is bloodied). If I use a monster that has an at-will attack that inflicts a status, I tend to place it in a group with other monsters that simply deal straight damage. </p><p></p><p>If you're willing to venture into house rule territory, you can allow the player to ignore one aspect of a status for a price - taking damage. Effectively, this represents the strain that the extreme effort of overcoming the condition places on the character's body and psyche. A good starting point (IMO) is probably 5 + level hit points in damage, where for simplicity, level is simply the character's level. You could use the level of the monster that inflicted the condition (and that would probably be more "realistic"), but it would be slightly more complicated to track in actual play.</p><p></p><p>I don't have an airtight definition of "aspect" at the moment. Right now, I think that the term will have to be defined separately for each condition. However, the rule of thumb is that whenever a condition restricts (including forcing or preventing) an action, you can take 5 + level damage to remove the restriction. So, if you're dazed, you can take 5 + level damage to take an additional move action. If you're stunned, you can take 5 + level damage to take a standard action, or 10 + twice level damage to take a standard action and a move action. If you're dominated, you can take 5 + level damage to prevent the enemy from choosing your action, another 5 + level damage if you also want to take a standard action, and a third 5 + level damage if you want to take a move action as well.</p><p></p><p>The real advantage I see in such a house rule is that it puts the decision whether or not to act back into the hands of the player. The character may eventually end up doing nothing (especially if he is already badly injured), but in many cases, the player will still be engaged with the game since the tactical position may make it worthwhile to take damage in order to act.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5156884, member: 3424"] I've had the occasional fight suffer under the weight of multiple status conditions, and these days, I try to ensure that I use statuses sparingly. I generally prefer monsters that apply status effects once per encounter or twice at most (e.g. the ability recharges when the monster is bloodied). If I use a monster that has an at-will attack that inflicts a status, I tend to place it in a group with other monsters that simply deal straight damage. If you're willing to venture into house rule territory, you can allow the player to ignore one aspect of a status for a price - taking damage. Effectively, this represents the strain that the extreme effort of overcoming the condition places on the character's body and psyche. A good starting point (IMO) is probably 5 + level hit points in damage, where for simplicity, level is simply the character's level. You could use the level of the monster that inflicted the condition (and that would probably be more "realistic"), but it would be slightly more complicated to track in actual play. I don't have an airtight definition of "aspect" at the moment. Right now, I think that the term will have to be defined separately for each condition. However, the rule of thumb is that whenever a condition restricts (including forcing or preventing) an action, you can take 5 + level damage to remove the restriction. So, if you're dazed, you can take 5 + level damage to take an additional move action. If you're stunned, you can take 5 + level damage to take a standard action, or 10 + twice level damage to take a standard action and a move action. If you're dominated, you can take 5 + level damage to prevent the enemy from choosing your action, another 5 + level damage if you also want to take a standard action, and a third 5 + level damage if you want to take a move action as well. The real advantage I see in such a house rule is that it puts the decision whether or not to act back into the hands of the player. The character may eventually end up doing nothing (especially if he is already badly injured), but in many cases, the player will still be engaged with the game since the tactical position may make it worthwhile to take damage in order to act. [/QUOTE]
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