kurtoogle wrote:I have seen several GM's run DCA with a lowered base for Toughness DC, using 10 + Damage, rather than 15 + damage. This made for much longer fights, where injury "whittling" really counted. It reminded me of old slug-fest and kung-fu movies where the heroes beat on each other all day.
FWIW,
confirmation of a supposition of why it's 15+ versus the other saves which essentially does come down to the "whittling" as well as a dose of players getting angry when successfully saving "but not by enough" resulting in injury.
For a "fragile character" world, also consider enforcing an attack/defense tradeoff. I GMed a game involving nominally PL 4 characters who were allow to take up to +4 over PL in conditional bonuses (Sneak Attack, Favored Opponent, etc), which effectively made them PL 6 on offense, but PL 4 on defense, meaning they had to do more strategizing to make sure they could hit their opponents without getting whacked themselves.