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- FYI, I've decided to develop Bonds as a result of play during this first significant adventure.
That said, I do value characterization and I like it when players get invested in their characters. That's important to me.
So I've been thinking about perishability. I had a short discussion with Jason Lutes (the author of Freebooters) on G+. This is what he had to say on the topic:
[...] the basic mechanics are much more forgiving than true old-school D&D, both in the probability curve and the degree to which the Judge's calls can shape potential outcomes. If you communicate risk clearly and your players are made keenly aware of their mortality, they will hopefully put a lot of thought into safety and survival. But also remind them that they can Burn Luck on any die roll!
Just before this comment, I had stated that one thing I've been considering is using a mechanic from The Nightmares Underneath, another game that mixes OSR with PbtA, wherein damage taken after HP are gone goes directly to Constitution damage. So, characters can stay up and fighting past their HP loss, but it starts taking hefty tolls, potentially leading to permanent damage, and it takes longer to heal. Lutes thought that idea would work fine, without any real disadvantages, and then made the comment above.
So I'd like to open things up to discussion with you. Do you enjoy the oldschool need for, essentially, cheating at combat (by ensuring you're never in a fair fight) because it's just too dangerous to do otherwise? Would you prefer to stick with the system as written and trust to Lutes' perspective and comment, or adopt the Nightmares Underneath mechanic and have some buffer, with consequences?