| Another wound idea Nice work all around. I agree that there is the danger of a 'death spiral' in adding wound penalties as much as I like the added roleplaying potential. Instead of penalties to all actions, how about just to things that require extra effort? Say, daily and encounter powers or maneuvers that require action points or untrained skill use. At-will and trained abilities could be argued to be more reflexive, and wouldn't be affected. This would simulate the dazed and woozy condition following a near-death experience, even if you manage to heal the damage.
A melee feat/power to shrug off the a wound or two would likely be appropriate. Otherwise the guys who are supposed to be take a beating and shrug it off may find themselves unfairly imposed upon. Looking over the posts on the unfavorable risk to reward (vis a vis damage output) that rogues get relative to rangers (especially archers), I'd hate to up their risk further without some way to mitigate it or a buff to balance it. |