Ithildur wrote: this is DnD, and we're talking about magical and abstracted healing and HP system that can bring someone from the brink of death to full HPs if the spell is potent enough, well, magically, and they're fit to go.
Which is why something like Negative Levels would be very nice: You need magic of equivalent "fantasticness" to the injury, and Restoration would about fit the bill for popping up to full swing after nearly being cleaven in half. Level 7 is nicely in there between "gritty" and "heroic fantastic" level. Lesser restoration, let alone "just" piling up CLWs is rather trivial compared to a "zOMG awful injury!".
Ithildur wrote:
wights, vamps, stirges, Enervating casters ... If you want people to fear long term effects that aren't waved away with a few low lvl cure spells or items, utilize these guys. That's the fun/purpose of having a wide variety of such critters.
Yeah, all of these guys have their place. But even if it's against "simple" orcs, PCs bouncing back whack-a-mole in a single fight isn't much more silly than the party pushing on, several members nearly dying encounter after encounter, and just keeping on pushing whack-a-mole, stamina unhindered, until victory or TPK. Or let's say that at least it doesn't fall into the low-level regime of "gritty adventure" and CLW potions, but sure sounds like something that needs some (mid-level) restoration spells to infuse in the positive energy.
Ithildur wrote:it needs to be understood by all that we are making the game grittier than not just stock NWN2, but stock DnD.
By "stock DnD" anyone saved by the floor would have been killed until dead. Anything less than death for them by our systems, no matter how gruesome a penalty, is
less gritty. (With the caveat that arguably death comes easier in the real-time nwn2 than turn-based DnD. But we also already have (almost) double hp for PCs, and not for mobs, to counteract this.)
But all in all, "saved by the floor" equalling being unable to get up for the rest of the encounter would be decent. The concern I see in it, is that it pins the party into not being able to escape the encounter without abandoning the downed PC. It removes any chance that PC has of being healed and fleeing under current rules. Which might lead to a distinct lack of tanks in our PC base, and metagaming by characters suddenly being suicidially loyal due to player to player loyalty. (Character deaths is where the no-metagaming rule really gets stretched, after all.)
As far as telling stories of more lasting wounds (or stressing to a stubborn-ly pressing-on party: "run away you fools!"), the DM can also cast enervations from the avatar
