Martial Practices inferior to Rituals????

Garthanos

Arcadian Knight
Well, I wouldn't go into that much detail for an NPC, you're right. I'm not sure going to zero and needing some help is necessarily that uncommon for PCs in 4e. It probably depends on how you play. I also don't associate that with 'gritty'. It could as well simply be associated with a campaign with a flavor of brutally dangerous fights. They could be crazy wire-fu affairs just as easily as not...


Care to elaborate your wound rule...

The only case where I recall really liking such a rule involved voluntary accepting wounds for some immediate benefit. The wounds are afflictions which is mostly passive but where activity aggravates and induces short term conditions.

Hmmm what if I make that a utility power for the tough guy heros
 

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Garthanos

Arcadian Knight
Looking at this trying to find endurance utility power that is about grin and bear it from an attack
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endurance utility power.... its level 2 and the damage resistance affects every attack against you until the end of next turn.

For the Con-lock I chose this for that amounts to 9 damage resistance at level 2.... seems rather impressive.

It is daily
 

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Care to elaborate your wound rule...

The only case where I recall really liking such a rule involved voluntary accepting wounds for some immediate benefit. The wounds are afflictions which is mostly passive but where activity aggravates and induces short term conditions.

Hmmm what if I make that a utility power for the tough guy heros

Right, my rule basically is exactly that, you can accept a wound and get 'inspiration' for it, which you can expend to leverage one of your character's traits (which are just a couple of things you can decide when you create the character or even change, kinda like DW bonds or 5e's personality stuff, or however numerous other FATE-like games work). The GM could also inflict one for some narratively appropriate reason, like being badly mauled or caught in some gruesome trap or something along those lines.

Mechanically they're just diseases, although I generally assume they never get WORSE, but can get better (you could tweak that, maybe someone's chest wound CAN get worse if they try to ignore it). Generally my point there is not to KILL a PC with one, unless there's some really good reason. Instead it could be more of an excuse to do like what I was proposing here, let another PC 'resurrect' you in exchange for a wound.

I'd note that you can also do things like use up inspiration to 'overcome your wound' etc. Its really all good for making things fun and dramatic.
 

Garthanos

Arcadian Knight
Right, my rule basically is exactly that, you can accept a wound and get 'inspiration' for it, which you can expend to leverage one of your character's traits (which are just a couple of things you can decide when you create the character or even change, kinda like DW bonds or 5e's personality stuff, or however numerous other FATE-like games work). The GM could also inflict one for some narratively appropriate reason, like being badly mauled or caught in some gruesome trap or something along those lines.

Mechanically they're just diseases, although I generally assume they never get WORSE, but can get better (you could tweak that, maybe someone's chest wound CAN get worse if they try to ignore it). Generally my point there is not to KILL a PC with one, unless there's some really good reason. Instead it could be more of an excuse to do like what I was proposing here, let another PC 'resurrect' you in exchange for a wound.

I'd note that you can also do things like use up inspiration to 'overcome your wound' etc. Its really all good for making things fun and dramatic.

Yeah both aspects and fate points are pretty slick mechanically... In my opinion it doesn't fit as well with the character design density of modern D&D. (could be great for a 1e or even 2e)
 

Garthanos

Arcadian Knight
Right, my rule basically is exactly that, you can accept a wound and get 'inspiration' for it, which you can expend to leverage one of your character's traits (which are just a couple of things you can decide when you create the character or even change, kinda like DW bonds or 5e's personality stuff, or however numerous other FATE-like games work). The GM could also inflict one for some narratively appropriate reason, like being badly mauled or caught in some gruesome trap or something along those lines.

i am definitely thinking of tying this in to powers/practices kind of like how i did with spending a healing surge for reactivating a magic item.

Though that may make it very unlikely to enter play.... i am also rather inclined to enable player characters with more skill powers and more martial practices.
 


Garthanos

Arcadian Knight
How Wounds Work

Each wound has a progression, with positions 0 to 4;

When a character is wounded, their conditions start at position 1 or 2. If they reach position 0, the wound is cured. If they ever reach the rightmost position 4, the wound has reached its final state and its effects can only be removed by some special means that depends on the wound: Usually the level 4 Martial practices Meatball Surgery or Battlefield psychiatry will do the job, but sometimes their benefits may be limited. Field Psychiatry often temporarily suppresses set in Battle Trauma (psychic damage induced wound) temporarily and takes multiple applications. Immediate application of Meatball Surgery may even replace a lost limb, normally only incurred with a critical hit induced mortal wound ie one resulting in death saves for heroes .... but it must be applied within 10 minutes of the injury, note the alternative achieved by standard heal checks is cauterization (which may result in interesting pirate flavor for a hero).

Every wound-specific time increment (extended rest is most common), the player of the wounded character must make an endurance check to recover from the wound; another character may also make a heal check to try to treat the character the affected character uses the highest of their endurance check and any heal checks made on their behalf.

Each wound has two DCs. If the check used is greater than or equal to the high DC, the characters condition moves one position to the left on the wound track. If the check used is less than the low DC, the characters condition moves one position to the right on the wound track. If the check used is greater than or equal to the low DC but less than the high DC, the affected characters condition remains in its current state.


MASH references intentional... but temporary.
 

Garthanos

Arcadian Knight
Perhaps if you were were reduced below 0 HP, then you start at stage 1 with simple DCs . And perhaps when you fail a Death Save you start at stage 2.
 

Perhaps if you were were reduced below 0 HP, then you start at stage 1 with simple DCs . And perhaps when you fail a Death Save you start at stage 2.

Yeah, my version is a bit less nailed down, but its basically about the same. I haven't really made up much of a list of wounds though, just one or two so I have an idea what they look like. I don't expect there would be a LOT of really different ones anyway, mechanically.
 

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