That'd be cool. Maybe a separate screen with a field of graves of varying type and grandeur depending on the character's class and successes and such. And you mouse over to get the basic info.
Parity is what I'm looking for, yes. It's a horror game and ironically the worst thing for horror games is losing. Because then you have to do it again and it's not scary the second time. Thomas Ligotti got horror best and I'm trying to find his quote on it. The gist is that final chaos isn't scary, what's scary is the transition phase, the shift from a higher state of things to a lower one that hints at the final chaos. Being dead isn't scary at all, it's dying that terrifies us.
Lovecraft knew that even if he never said it. It's the basic narrative behind the Call of Cthulhu game and I'm assuming it's the basic narrative here even if it's currently obscured by excessive difficulty. Cthulhu destroying the world isn't scary. What's scary is facing Cthulhu, staring over the precipice of complete universal disaster and extinction. You muster every ounce of strength and courage you have to stop it. It costs you your health, your sanity, maybe your life and the lives of those around you, and it's just barely enough to avert catastrophe. You are used up, it's all you can do to tell your story and leave it for someone else to find because -- and this is the scary part --
it's not over. The fact of the existence of something like Cthulhu means it's never over. It will happen again.
tl;dr - Horror is dulled by excessive difficulty and failure. The game should be about courage and sacrifice in the face of seemingly impossible odds and right now the systems are not conducive to that. Remember, in the original story the humans wounded Cthulhu and forced him back into R'lyeh long enough for the stellar alignment to pass. Horror is about victory at a cost, not about losing. In gameplay terms this means that the rare good things that happen should be extremely good. If a character gets a reverse-affliction it should really be as good or better than three afflictions. This can sort of happen if your first affliction check is a boon. The boon will drop everyone's stress so much it can cancel a spiral. If the spiral's already going though it's just too little too late.
Oh, here's the quote
There is no horror in total chaos. Horror is located in the entropic transition from a greater to a lesser state of order on the way to chaos, with all the little collapses pointing toward the big one.
Enough talk about the philosophy, as far as gameplay goes here's a post I made in the DD forum about the stress issues I'm seeing.
I guess this is the right place to put this. On one hand I think it’s an oversight or a bug, on the other it’s majorly increasing difficulty.
There are some serious problems with the implementation of stress in the game, mainly in its interaction with certain situations. In most circumstances it’s okay. It slowly but steadily builds over the course of an expedition with occasional spikes when really bad things happen. The problem is that there are some tipping point situations which make stress impossible to manage and inevitably end in complete party collapse.
The biggest one is when people are at death’s door and poisoned or bleeding. If you heal him (to keep him from dying, obviously) then he goes back to death’s door next turn. This causes another wave of stress across the party, leading to a perverse incentive/negative choice situation where you have two choice and they’re both wrong. You can leave the guy and he’ll die, or you can heal him and watch him stress everyone out massively by going in and out of deaths’ door. Stress gains from death’s door should probably be adjusted, maybe it doesn’t stress people out again when he goes death’s door multiple times in succession.
The other big one is a problem in general where attack results are applied to everyone equally. When grapeshot blast or blinding gas misses, it misses everyone and becomes useless. Conversely, when a brigand fusilier crits with his aoe move, he crits everyone and causes the full stress gain for everyone. A multicrit like this can easily be 70 or 80 stress for everybody in your party, leading to the inevitable spiral where people get afflicted and then stress everyone else out, causing htem to get afflicted as well.
Lepers are a little wonky yeah. Their damage is enormous but that's really their whole thing. Leper is basically a walking giant sword. In my stun-stacking team I'm considering a leper in the fourth slot though. Vestal/Bounty Hunter/Highwayman-Leper/Crusader. Crusader, Bounty hunter, and vestal spam their stun attacks (Vestal also boosts light which is great) while the leper or highwayman does DPS. If everyone a hero can hit with his stun attack is already stunned, use an attack or heal or something. Worked pretty well when I used it, took out a fresh level 0 team and came out of it good enough to go right back in with the same four and do it again, this time with a medium dungeon.