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I’m working on a hack that includes elements of Cairn, Mausritter, and Durf. I know some people enjoy the deadly combat in OSR, but what is the best way to keep the rules generally the same, but make combat less dangerous?
Is it as simple as increasing HP for players and enemies to provide longer combat sessions?
My combat rules are currently a mix of Cairn’s (weapon rolls) and Durf’s (skill checks). I would like some simple progression as well (as in Mausritter and Durf). So, what kind of stats should I give beginning players?
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If you want consequences without permadeath, one thing that some games do is you are taken out of the encounter, and you get a critical injury that takes longer to heal and has a more significant effect. In Cairn this could be something like a permanent status taking up an inventory slot, or a reduction in the maximum value for a save attribute, until they find healing. You might rule that bedrest is insufficient and they need to hire a healer.