SamhainIA wrote:
For a game that's intended to be "gritty" the spectre of death seems to be awfully far away.<snip>
I'm not sure I accept your premise. First, I'd like to unpack the above statement so my assumptions are more clearly laid out. There are 2 distinct though related "games" when we talk about the living campaign - the rules as written, and the campaign itself.
With regard to the rules as written (RAW), the ability to heal wounds by spell does not present itself outside of Psionics until Tier 2 as a push reaction (Stabilize) and not in a sustained manner until Tier 3 (Mend Wounds). Characters run the risk of stat point loss or additional wounds and corresponding penalties through the standard healing rules. With base rules, Wounds are rare as crits are rare. When they do rear their heads the level of danger depends upon how close skilled healers are, or how many ranks the individual PC has in Heal. As with many other factors, grittiness is in the hands of the GM.
The Codex of Heroes specifically introduced additional gritty options such as the massive damage rule, negative stamina tracking, critical hit effect and permanent injury. All are covered in the "Gritty" Rules section in Appendix 1. That said, the introduction of those rules should be taken at face value. Specifically:
"Arcanis is designed to be forgiving to the Heroes and abstract in its treatment of damage. It is very difficult to suffer long-term injury because the PCI design team thinks it is not a great deal of fun for a great hero to be maimed and/or crippled." CoH p.186.
Based on the above, wounds are challenging, but another obstacle the heroes are expected to overcome. The GM is able to tune the level of grittiness to fit the players and the desired level in a home campaign.
The second "game" is the Living Campaign itself. Rather than use the base rules they have implemented some of the gritty rules, specifically the massive damage rule and typically the permanent injury rule as well. Given the constraints of the format (living game), tuning becomes far more difficult for a variety of reasons.
1. Player expectations and desired level of challenge and grittiness varies. While in a home campaign you can set the bar at an agreed to level, it becomes more challenging if you're not aware of exactly what characters can do or players are capable of.
2. The level of grittiness should be selected to *increase* the level of enjoyment of the players at the table. In the end, the goal of every table - GM and players alike, should be to tell a wonderful tale that's interesting and exciting. GMs that steer too far from that ideal especially going grittier than the players want to deal with are likely to draw consequences. This could be everything from having a lousy time, to never wanting to have that GM again to completely quitting the campaign and sharing their negative experiences. While player actions have consequences, so do GMs.
3. A constantly changing set of characters with any given mod can have a 1.1 or 1.5 diplomat sitting down with a 2.10 combat monster. While it's certainly possible for experienced GMs to juggle those kinds of discrepancies it's not always easy.
4. Longer term effects are harder to deal with given the format. It's not expected that each table manages their extended care healing risking additional wounds and stat point losses before wrapping the session. That's simply hand-waved as part of the living format. Make it through the final combat without dying and your hero returns hale and hearty to face the next mighty adventure in whatever mod gets played next. And there's nothing wrong with that.
5. Encounters must be built for average parties at each tier and can't be tailored. Depending on the stat blocks of the characters the same encounter may be hard and challenging or incredibly lethal especially if massive damage rules are in effect as they are for the campaign.
All that said, if there's a desire by the players to increase the challenge / lethality there are a number of different options available. You've mentioned a couple. Other options are to use the negative stamina tracking and critical hit effect optional gritty rules.
Whatever options are considered, they should be agreed to by the table playing under them. Again, the goal is for the level of grittiness whatever it is to enhance the enjoyment of all, not make it something to suffer through.
One other note of caution I would add. Part of the reason to have limited healing in the original system was that healing inevitably leads to longer combat encounters. It also increases the need to have a healer at the table rather than more flexible party configurations. I'm not sure I want to get into a greater arms race given that many mods already run to time or over.
With a sweep of his hat,
Paul