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	<title>Comments on: It&#8217;s all about style</title>
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		<title>By: John Arcadian</title>
		<link>http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1826</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 09 Jan 2008 16:52:02 +0000</pubDate>
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		<description>I think the idea of letting the players leave scars on their character&#039;s armors is a fine thematic element, so long as it is left in the players hands.  The thing is, it is a small factor, and might get forgotten in the next session, but if a player gets to describe exactly what his armor looks like after repair (be it immaculate or with scars), he or she then got to verbalize something about the character to everyone. That act of player narrative, verbalizing something about their view of the game world into the shared game world, is going to be incredibly important to them, and is going to be something they remember. 

I think encouraging anything *like* this is only going to add to the flavour and fun of the game, so long as it isn&#039;t forced. 

One thing I like to do with making unique combat is to allow players to describe their attacks without limits. They can swing from chandeliers, run up the dragons back with their halberd scraping, fly through the air and slice off a chunk of ogre, etc. So long as they don&#039;t expect to get more damage or bonus from the system, they get to cinematically do something incredible.</description>
		<content:encoded><![CDATA[<p>I think the idea of letting the players leave scars on their character&#8217;s armors is a fine thematic element, so long as it is left in the players hands.  The thing is, it is a small factor, and might get forgotten in the next session, but if a player gets to describe exactly what his armor looks like after repair (be it immaculate or with scars), he or she then got to verbalize something about the character to everyone. That act of player narrative, verbalizing something about their view of the game world into the shared game world, is going to be incredibly important to them, and is going to be something they remember. </p>
<p>I think encouraging anything *like* this is only going to add to the flavour and fun of the game, so long as it isn&#8217;t forced. </p>
<p>One thing I like to do with making unique combat is to allow players to describe their attacks without limits. They can swing from chandeliers, run up the dragons back with their halberd scraping, fly through the air and slice off a chunk of ogre, etc. So long as they don&#8217;t expect to get more damage or bonus from the system, they get to cinematically do something incredible.</p>
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		<title>By: Micah</title>
		<link>http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1825</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Wed, 09 Jan 2008 16:18:07 +0000</pubDate>
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		<description>In my game, we use Raise Dead, Resurrection, and more often: Reincarnate (the poor man&#039;s Raise Dead).

I make sure that every time they come back, they retain a scar from when they died.  Normal combat damage (and scarring) is healed with Cure XXX Wounds, but death scars are badge of honor and leave an imprint on the soul.

Current Scars:
* A line of matching teeth marks on both sides of the halfling&#039;s head where the Dire Wolf popped his head like a cherry.
* A line of matching teeth marks on chest and back where a Dire Wolf bit through and snapped the backbone.  (BTW: Dire Wolves are waaay too tough for their CR)
* A black handprint (sort of like charred skin) on the chest where one guy got Slay Living cast on him.
* Bruises that never heal on the ribcage where the same character was bludgeoned to death by some giants.
* A thin line around the neck where one player was decapitated.
* Permanently blackened toes from death by lightning bolt.

I told them that they can get these scars healed if they want, but most players appreciate having them.  They even appear on the new body when someone is reincarnated.  The flesh just starts to pucker and blacken.  It&#039;s a neat effect to describe.</description>
		<content:encoded><![CDATA[<p>In my game, we use Raise Dead, Resurrection, and more often: Reincarnate (the poor man&#8217;s Raise Dead).</p>
<p>I make sure that every time they come back, they retain a scar from when they died.  Normal combat damage (and scarring) is healed with Cure XXX Wounds, but death scars are badge of honor and leave an imprint on the soul.</p>
<p>Current Scars:<br />
* A line of matching teeth marks on both sides of the halfling&#8217;s head where the Dire Wolf popped his head like a cherry.<br />
* A line of matching teeth marks on chest and back where a Dire Wolf bit through and snapped the backbone.  (BTW: Dire Wolves are waaay too tough for their CR)<br />
* A black handprint (sort of like charred skin) on the chest where one guy got Slay Living cast on him.<br />
* Bruises that never heal on the ribcage where the same character was bludgeoned to death by some giants.<br />
* A thin line around the neck where one player was decapitated.<br />
* Permanently blackened toes from death by lightning bolt.</p>
<p>I told them that they can get these scars healed if they want, but most players appreciate having them.  They even appear on the new body when someone is reincarnated.  The flesh just starts to pucker and blacken.  It&#8217;s a neat effect to describe.</p>
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		<title>By: fabiobeta</title>
		<link>http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1824</link>
		<dc:creator>fabiobeta</dc:creator>
		<pubDate>Wed, 09 Jan 2008 14:52:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1824</guid>
		<description>@Maikl: you are right :) I use the idea only with png clerics, so they don&#039;t look like memory-less zombies (Torment: great game!)

I probably have an old post written in Italian about leaving &quot;marks&quot; on characters... Yox, are you interested in a translation? :)</description>
		<content:encoded><![CDATA[<p>@Maikl: you are right :) I use the idea only with png clerics, so they don&#8217;t look like memory-less zombies (Torment: great game!)</p>
<p>I probably have an old post written in Italian about leaving &#8220;marks&#8221; on characters&#8230; Yox, are you interested in a translation? :)</p>
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		<title>By: Maikl</title>
		<link>http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1823</link>
		<dc:creator>Maikl</dc:creator>
		<pubDate>Wed, 09 Jan 2008 14:16:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1823</guid>
		<description>Right. Than, on 15th level or so the character would be looking like the hero from Planescape Torment.
if you ask me, this is not the best idea. It is players bussines how they want their characters to look like.</description>
		<content:encoded><![CDATA[<p>Right. Than, on 15th level or so the character would be looking like the hero from Planescape Torment.<br />
if you ask me, this is not the best idea. It is players bussines how they want their characters to look like.</p>
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		<title>By: fabiobeta</title>
		<link>http://www.dungeonmastering.com/tools-resources/its-all-about-style#comment-1821</link>
		<dc:creator>fabiobeta</dc:creator>
		<pubDate>Wed, 09 Jan 2008 12:15:50 +0000</pubDate>
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		<description>Scars...
I have some gods in my campaigns that even leave marks on the healed wounds. 

A cut healed by a god of fire will look like a piece of burned skin.

a skin healed by Erragathul the Rune god will sorround the healed cut with small runes.</description>
		<content:encoded><![CDATA[<p>Scars&#8230;<br />
I have some gods in my campaigns that even leave marks on the healed wounds. </p>
<p>A cut healed by a god of fire will look like a piece of burned skin.</p>
<p>a skin healed by Erragathul the Rune god will sorround the healed cut with small runes.</p>
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