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D&D Older Editions
Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Rel" data-source="post: 4531265" data-attributes="member: 99"><p>Ok, so here's the gist of it: It's possible for the PC's to take "Wounds" that cause some sort of incapacitation. These can range from the very small (broken finger that causes -1 to hit or AC from a weapon or shield in that hand) to the fairly nasty (you're in a coma and unconscious). After an Extended Rest you get a Saving Throw to recover from such a wound. Successful Heal checks (based on level-appropriate DCs because tougher monsters inflict tougher wounds) give a bonus to this roll. There are also a couple Rituals that give bonuses to the Save or heal these conditions outright.</p><p></p><p>The question obviously arises "When do the PC's take such wounds?" I've come up with two possibilities, of which I'll probably pick one or the other when I go to run my campaign. Either on a Critical Hit OR when a PC fails a Death Save after falling below zero HP.</p><p></p><p>If I do the Critical Hit thing, I plan to let the PC's spend a Healing Surge to avoid taking the Wound. This represents the ability to turn what would have been a nasty hit into something not so bad (merely the loss of HP).</p><p></p><p>Anyway, obviously this adds a layer of complexity to the game but the chart that I'm working on for the wounds is fairly brief. And the wounds themselves are designed to impose one condition that should be fairly easy to track. The benefit that comes at the cost of this added complexity is that the PC's are not necessarily "good as new" the morning after the big fight with the dragon. It also adds more need for the Heal skill and Rituals, which makes investment in those skills meaningful and worthwhile for those PC's.</p><p></p><p>All of that said, something like Thanee's idea above holds a lot of appeal in terms of simplicity. But if I were going to implement that then I would definitely say that Healing Surges regenerate during an Extended Rest but Hit Points do not.</p></blockquote><p></p>
[QUOTE="Rel, post: 4531265, member: 99"] Ok, so here's the gist of it: It's possible for the PC's to take "Wounds" that cause some sort of incapacitation. These can range from the very small (broken finger that causes -1 to hit or AC from a weapon or shield in that hand) to the fairly nasty (you're in a coma and unconscious). After an Extended Rest you get a Saving Throw to recover from such a wound. Successful Heal checks (based on level-appropriate DCs because tougher monsters inflict tougher wounds) give a bonus to this roll. There are also a couple Rituals that give bonuses to the Save or heal these conditions outright. The question obviously arises "When do the PC's take such wounds?" I've come up with two possibilities, of which I'll probably pick one or the other when I go to run my campaign. Either on a Critical Hit OR when a PC fails a Death Save after falling below zero HP. If I do the Critical Hit thing, I plan to let the PC's spend a Healing Surge to avoid taking the Wound. This represents the ability to turn what would have been a nasty hit into something not so bad (merely the loss of HP). Anyway, obviously this adds a layer of complexity to the game but the chart that I'm working on for the wounds is fairly brief. And the wounds themselves are designed to impose one condition that should be fairly easy to track. The benefit that comes at the cost of this added complexity is that the PC's are not necessarily "good as new" the morning after the big fight with the dragon. It also adds more need for the Heal skill and Rituals, which makes investment in those skills meaningful and worthwhile for those PC's. All of that said, something like Thanee's idea above holds a lot of appeal in terms of simplicity. But if I were going to implement that then I would definitely say that Healing Surges regenerate during an Extended Rest but Hit Points do not. [/QUOTE]
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