Sir JK wrote...
So... players that aren't doing very well at the moment need not only to have their ability to get out of their current predicament seriously inhibited but also have their ability of redoing the segment limited?
Remember that this penalty hits those who're already not doing too well. Not the ones who do things well. I imagine it's more likely to be too much for them, and too ineffectual for the ones who want more challenge.
Besides... isn't it a major point against this suggestion if you need to impede reloading to make it relevant? More often than not I'd say we reload for good reasons.
Honestly? I'd say most people don't reload for good reasons.
The only reason I can think of to reload that doesn't involve wanting to avoid combat penalties is either to go back to a certain part of the story to do something different or to continue a quest that may now be locked, or to go back and collect missed loot/ingredients/items.
Otherwise, you'd reload either because you A) had your entire party die (the Game Over screen) or

didn't want to deal with a negative consequence of an injury or using key resources (potions/bombs/traps/etc.).
Not that reloading is bad... but if the game gives you a consequence you don't like, going back to the Load Screen just means you don't have to deal with that consequence. This is like having a "Re-Roll Dice" button in old school character creators. Who WOULDN'T re-roll those dice until you have some great stats? How powerful your charcter starts out is simply a matter of how patient you want to be and how many types you want to click that button.
Similarly, combat penalites without some type of delay will only be a matter of how patient the player wants to be and how many times they want to click the reload button before moving forward with the stats they have.
All that aside, I am not advocating a system where anytime you mess up, the RPG Grognard Gods come down and Smite Thee. I am talking about a percentage of times you suffer an injury. A likely LOW percentage of times. In addition, I already stated there would be a set limit to the number of permanent injuries a player could incur. AND that they would be smaller in impact/scope than the current injuries... which are negligible.
Arguably, it could be a system where a player has a death five or ten times in the game and not experience one permanent injury. That's hardly beating down players who aren't good.
But if the penalty is permanent, then I'm not learning to cope with the situation. I'm having to redo the same thing but this time even weaker. And if that does not lead to perfect success? Even more weakness. You're making me weaker every time I don't achieve perfect score. And like I mentioned above if I am losing partymembers (need not be the same one) repeatedly, I'm probably the one that needs increased difficulty the least.
It's not a system that encourages me to innovate, because I can't learn from my mistakes. I must relearn my character every time I fail because it has less capability now. It encourages me to stick to what is safe and not experiment, which risks leading to having suboptimal strategies later.
I must be able to move on, at all times. Which is why a penalty being permanent (at any point) is bad, game over exempted. Tutorials are needed, yes. But they're ineffectual at best if the very system punishes you permanentaly for trying out new strategies (that happens not to work so well).
Which is why I suggested my "carrot" concept of giving bonuses for "hot streaks" or certain tactical actions. These could then result in permanent stat/skill BOOSTS if chance works out. This could INCENTIVIZE more creative builds, ones that maybe favor cross-class-combos over doing more base dmaage, as the characters could have a chance at getting great permanent stat boosts that more standard "highest DPS possible" party builds wouldn't have available to them.
I feel like both sides of this coin would do well to push players to learn the mechanics, while also still encouraging overall creativity and innovative encounter and party design.
This I largely agree to and is what I aimed at with my convenience angle. You make the player jump though hoops to to get out of the penalty. So while you can get out of them, it requires effort to do so. A chore, essentially. Which I magine should be enough of a disincentive to make the player work at not losing partymembers.
Much like death in BG1 or ability/level drain in BG2. A pain to be sure and something you feared... but unless it led to a TPK, you could always treat it and move on. No permanent repercussion. And it worked well, didn't it?
I'd say, objectively? No. It didn't work.
Because if you didn't have a ressurect spell handy, you'd need to drag them back to town or a temple to get healed. Which was a pain. You can tell, because players of the newly released version of Baldur's Gate said they found it terribly annoying.
Not to mention such spells were either high level or required by a scroll, which means a player could be dealing with a dead character for quite some time before they could get them back.
This affects story, as companions who could be "dead" cannot be interacted or scripted with for events. If Isabella died in a fight against some Blood Mages, it would require contrivances for her to suddenly be back up and taking the book of Koslun. If Anders died against some street bandits, it wouldn't make sense that he would be, behind your back (AS DEAD), planting the bomb at the Chantry.
So you can see the problems of having "dead" characters a la BG1. The alternative is to have characters never be "dead" but knocked out in combat, and then injured, like what we see in DA:O. But this leads to gross lack of consequence and, hence, we are where we are.