But harsh? Definitely. I once had a specialist archer lose half his hand to critical fire damage (because he thought the flames were illusionary) and be unable to use a bow for half a campaign. I once had a fighter lose his bonus attack for several episodes because he lost ‘his’ sword and had to make do with substitutes that weren’t as balanced or designed for him. I once had a paladin pick up a cursed box and become a fighter until he atoned for his ‘sin’.  I’m harsh, there’s no getting around it.
Players as a rule tend to push the boundaries of what they can and can’t do. DM’s tend to push back to keep things in check. It’s a lot like the parent – child synergy. No you can’t stay out till 3 in the morning. Yes if you’re back by 9:00 you can drive the car. The primary reason is, or at least for me is, to keep the party in balance so that it doesn’t devolve into one person doing everything and the rest sitting back and playing second fiddle. So when the problem child wants to do a triple back flip through the bar and be able to backstab the BBEG because ‘he’d never expect it’ I have to raise the eyebrow and go “Orly. You think that would really work? No.”
But I’ve mellowed with age. Or perhaps more factually I’ve got more experience at what will really unbalance a campaign and block it and what would simply be unrealistic, cool certainly, but unrealistic and go ahead and allow it.
And you should try to hit the same balance. It can be a hard line to stick to and fraught with peril. Allow something too overpowering and the player is going to want to do it all the time. Don’t allow anything and you’re stifling the creative flow and removing those ad hoc high points that get talked about for years.
Sometimes you don’t see the ramifications of your actions and have to retro them out somehow. As a example is the one time I actually played in a campaign the DM gave the dagger specialised fighter a ring of vampiric regeneration. This made the fighter invincible as long as he hit about one out of two times he’d get back any lost hit points. This nullified both the encounters and the other players as it became a “Let Temple get them all, we’ll sit back here playing chess.” The DM solved the problem by having a fish leap up while were were crossing a lake and bite his finger off taking the ring with it.
As a general rule, you should try very hard not to lock a player out of playing. This means no long term stuns or disabling conditions. Don’t kidnap one player and not the others. Don’t ‘steal’ items from them for anything but very short term. Keep an eye on your monsters so that they don’t have uber defenses against what the party is putting out.
A player’s turn shouldn’t consist of making a saving throw or worse being able to do nothing but wait for someone else to get to him. Granted this is going to happen from time to time but do what you can to reduce the frequency of it. You can’t always save the stupid though. Some players (or characters) are just not bright and as a result they will through their own actions lock themselves out of playing. And that’s okay.
I’m very much not a fan of the Stun condition in 4th Edition and I’m retconning it out as dazed on every monster power. I’m not a fan of the Dying condition and the death saves to be honest which is why I came up with the Weebles Wobble rule where I came up with a Mostly Dead condition. This lets a player be dying and still be an active participant in the game. I’ve had a couple of notes from people that have tried it with pretty good success and their players reportedly really approved of it. And it makes for a pretty cinematic visual. Rarely in action movies do you have people laying around dying and not doing anything. But tons of examples of the heroes limping forward barely concious, blood streaming off them but refusing to lay down as they blow some rubber suited monsters cojones off and snap out a one liner as they do so.
So in closing, don’t screw your players. Let them play, it’s why they’re there after all.


October 8th, 2009 at 11:58 pm
In 4e, damage is healed immediately overnight. This fits what HP is in 4e – it’s basically a defeat gauge, the closer you are to defeat, outside your physical condition, the more damage you have taken. Many people don’t like this aspect, and some have come up with their own injury mechanics. Usually modeled after the Disease system, which is the one most accessible way to have a long-lasting penalty in D&D 4e. Thus injury is removed from HP entirely but still there.
Follow the link to read more –
http://spiritsofeden.wordpress.com/2009/10/07/injury-mechanics-a-different-way-to-look-at-it/