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<blockquote data-quote="Aloïsius" data-source="post: 5290247" data-attributes="member: 1191"><p>My solution has been to create a wound system. Basically, depending of the difference between the attack roll and your defence, you suffer a lasting injury.</p><p></p><p>It means that Hit Point are still as easy to recover than before, with the exception of wounds.</p><p></p><p>When you have a serious wound (that is, if the attack is 15 point higher than your defence score), you lose 12 more hit points that you can't recover until the wound has been healed. And it does not heal easily, nor quickly : once you have received first aid, you only recover one point per wound after each extended rest, provided you pass the DC (which vary from 10 to 25 depending of the wound) with either an endurance check or a heal check). Of course, magic may boost the healing process, but at a cost...</p><p>The wounds are localized (legs, torso, arms, head...) and may carry specific penalty until you have received first aid.</p><p></p><p>It makes combats far more deadly and fast (in term of HP loss, it works somewhat nearly as if every character had an automatic 3e power-attack feat that adjust to your attack rolls...no more grind.), it makes recovery harder and more realistic, including quick recovery : when you are able to recover all your hit points after one short rest, it just means that you have not been wounded, and just needed to recover your breath and balance.</p><p></p><p>I'm thinking about a scare system too : if the player is in a hurry, he may trade a quick recovery of a serious or critical wound against a lasting scar that will never disappear (unless some costly "regenerate" rituals is used).</p><p></p><p></p><p>for information :</p><p>attack roll < defence +5 => as usual in 4e. You have won an advantage against the enemy, who is somewhat unbalanced/fatigued and lose hit points according to your attack.</p><p></p><p>attack roll < defence +10 => minor wound. enemy suffer 4 more hit points loss. healing DC 10.</p><p></p><p>attack roll < defence +15 => moderate wound. enemy suffer 8 more hit points loss + additional penalty according to localization. healing DC 15.</p><p></p><p>attack roll < defence +20 => serious wound. enemy suffer 12 more hit points loss + harsher penalty. Healing DC 20.</p><p></p><p>attack roll < defence +20 AND the attack was a critical hit => critical wound. enemy suffer 16 more hit point loss and very, very harsh penalty, according to localization (example : head = unconscious until save). Healing DC 25.</p><p></p><p></p><p>Last but not least, I changed the death system. No more "death save". You die when you reach a negative threshold (CON + level), either because of the attack you suffered, or because a wound killed you (some cause HP loss until first aid is received or successful save is made). So fallen characters have less risk to die stupidly because the cleric was one action short to save them, but healing them AFTER the combat is a kind of challenge in itself.</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 5290247, member: 1191"] My solution has been to create a wound system. Basically, depending of the difference between the attack roll and your defence, you suffer a lasting injury. It means that Hit Point are still as easy to recover than before, with the exception of wounds. When you have a serious wound (that is, if the attack is 15 point higher than your defence score), you lose 12 more hit points that you can't recover until the wound has been healed. And it does not heal easily, nor quickly : once you have received first aid, you only recover one point per wound after each extended rest, provided you pass the DC (which vary from 10 to 25 depending of the wound) with either an endurance check or a heal check). Of course, magic may boost the healing process, but at a cost... The wounds are localized (legs, torso, arms, head...) and may carry specific penalty until you have received first aid. It makes combats far more deadly and fast (in term of HP loss, it works somewhat nearly as if every character had an automatic 3e power-attack feat that adjust to your attack rolls...no more grind.), it makes recovery harder and more realistic, including quick recovery : when you are able to recover all your hit points after one short rest, it just means that you have not been wounded, and just needed to recover your breath and balance. I'm thinking about a scare system too : if the player is in a hurry, he may trade a quick recovery of a serious or critical wound against a lasting scar that will never disappear (unless some costly "regenerate" rituals is used). for information : attack roll < defence +5 => as usual in 4e. You have won an advantage against the enemy, who is somewhat unbalanced/fatigued and lose hit points according to your attack. attack roll < defence +10 => minor wound. enemy suffer 4 more hit points loss. healing DC 10. attack roll < defence +15 => moderate wound. enemy suffer 8 more hit points loss + additional penalty according to localization. healing DC 15. attack roll < defence +20 => serious wound. enemy suffer 12 more hit points loss + harsher penalty. Healing DC 20. attack roll < defence +20 AND the attack was a critical hit => critical wound. enemy suffer 16 more hit point loss and very, very harsh penalty, according to localization (example : head = unconscious until save). Healing DC 25. Last but not least, I changed the death system. No more "death save". You die when you reach a negative threshold (CON + level), either because of the attack you suffered, or because a wound killed you (some cause HP loss until first aid is received or successful save is made). So fallen characters have less risk to die stupidly because the cleric was one action short to save them, but healing them AFTER the combat is a kind of challenge in itself. [/QUOTE]
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