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<blockquote data-quote="I'm A Banana" data-source="post: 6036070" data-attributes="member: 2067"><p>It's an interesting dilemma. 5e needs to have a mechanic whereby the PC "gets everything back." </p><p></p><p>Energy drain -- and diseases, petrification, domination -- are things that futz with that, because they should be able to be "permanent." An attack that drains energy shouldn't heal naturally. A virulent disease shouldn't get better with just rest. If your mind is owned by an Aboleth, going to sleep doesn't fix that. If you've been turned to stone by a Medusa, you can't just wait until the effect wears off. Permanent effects still need to be in the game.</p><p></p><p>Most of the time, NEXT seems to want to deal with this by using HP. If you run out of HP, "bad things can happen," which might mean death or it might mean you turn into a zombie or (maybe) turn you to stone. HP is partially your ability to "shake it off."</p><p></p><p>Energy drain and disease futz with that because they don't rely on your character hitting 0 hp to function -- they function on a hit. So your character could survive the encounter, and still be "scarred forever" by the experience. </p><p></p><p>Which I guess is something we might have to opt into if we like it. I think there's probably room for that in the game, but I don't think the default baseline could handle it -- the default baseline needs to have a "everything comes back" mechanic, if only to make it easy for newbies and casual players to play it without having to track fiddly bits over the long term.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6036070, member: 2067"] It's an interesting dilemma. 5e needs to have a mechanic whereby the PC "gets everything back." Energy drain -- and diseases, petrification, domination -- are things that futz with that, because they should be able to be "permanent." An attack that drains energy shouldn't heal naturally. A virulent disease shouldn't get better with just rest. If your mind is owned by an Aboleth, going to sleep doesn't fix that. If you've been turned to stone by a Medusa, you can't just wait until the effect wears off. Permanent effects still need to be in the game. Most of the time, NEXT seems to want to deal with this by using HP. If you run out of HP, "bad things can happen," which might mean death or it might mean you turn into a zombie or (maybe) turn you to stone. HP is partially your ability to "shake it off." Energy drain and disease futz with that because they don't rely on your character hitting 0 hp to function -- they function on a hit. So your character could survive the encounter, and still be "scarred forever" by the experience. Which I guess is something we might have to opt into if we like it. I think there's probably room for that in the game, but I don't think the default baseline could handle it -- the default baseline needs to have a "everything comes back" mechanic, if only to make it easy for newbies and casual players to play it without having to track fiddly bits over the long term. [/QUOTE]
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