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Wounds - when would you give them?
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<blockquote data-quote="5ekyu" data-source="post: 7854343" data-attributes="member: 6919838"><p>To me the issue with the DMG and many other options is the focus on random applications.</p><p></p><p>Did you roll a natural result? Did your die roll fail by 5? Did you drop to zero?</p><p></p><p>I would want in a game lingering effects to have dome element of "causality" that established the risk as more than just dice. To me they should be arrived at by a combination of factors where the "higher risk" was established not by flukey roll but by in-game aspects. To me it's not unlike on a basic level how a journey into a fetid swamp might expose you to diseases on many wounds - especially if left uncured. </p><p></p><p>This let's that threat effectively be built up, an escalating danger, not some sudden bouncey whammy. It also might allow them to be countered and dealt with through costly expense. </p><p></p><p>So, for instance, it could be that an environment creates a growing risk of lingering effects. It could be that "helpless" represented as paralyzed or unconscious opens the door for a maiming effect. </p><p></p><p>That said, whatever keys to these added effects one chooses, a lot of things in the gsme might need to be reassessed. If paralysis opens the door to maiming, does that move hold person, sleep and other effects be raised in level?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7854343, member: 6919838"] To me the issue with the DMG and many other options is the focus on random applications. Did you roll a natural result? Did your die roll fail by 5? Did you drop to zero? I would want in a game lingering effects to have dome element of "causality" that established the risk as more than just dice. To me they should be arrived at by a combination of factors where the "higher risk" was established not by flukey roll but by in-game aspects. To me it's not unlike on a basic level how a journey into a fetid swamp might expose you to diseases on many wounds - especially if left uncured. This let's that threat effectively be built up, an escalating danger, not some sudden bouncey whammy. It also might allow them to be countered and dealt with through costly expense. So, for instance, it could be that an environment creates a growing risk of lingering effects. It could be that "helpless" represented as paralyzed or unconscious opens the door for a maiming effect. That said, whatever keys to these added effects one chooses, a lot of things in the gsme might need to be reassessed. If paralysis opens the door to maiming, does that move hold person, sleep and other effects be raised in level? [/QUOTE]
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