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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Rel" data-source="post: 4536164" data-attributes="member: 99"><p>I thought I'd post here with my new and (possibly?) improved Healing rules. I decided, particularly in light of certain setting elements in my campaign, that I would do away with having to track specific penalties and go with a more broad based approach. Here are the entirety of the rules (and I'm totally open to any comments about them - these aren't playtested and maybe I missed some dire implications):</p><p></p><p>Healing Rules:</p><p></p><p>Healing works as normal in most cases. However it is possible for the PC to become “Wounded”. Such a character has suffered physical damage severe enough to make recovery more painful and difficult. </p><p></p><p><em>There are two possible ways for a PC to become Wounded:</em></p><p><em></em></p><p><em>A PC who fails a Death Save while at negative Hit Points becomes Wounded.</em></p><p></p><p>Certain monsters (mostly Elite and Solo monsters) or Traps may cause a PC to become Wounded on a Critical Hit.</p><p></p><p>While Wounded a PC suffers from the following effects:</p><p></p><p><em>They do not regain full hit points after an Extended Rest. A successful Heal check allows them to regain hit points equal to one Healing Surge.</em></p><p><em></em></p><p><em>The PC loses full use of their Healing Surges. The PC has the same number of Surges as normal but these may only be used when “activated” by other healing effects (such as Cleric or Warlord Powers or Second Wind). Healing Surges may not otherwise be voluntarily spent in order to regain Hit Points.</em></p><p></p><p>A character may attempt to recover from being Wounded after an Extended Rest by making a successful Endurance check. If the PC is under the care of a character Trained in the Heal skill, that roll may be substituted for the Endurance check. In addition it is possible for certain Rituals to give bonuses to this Endurance check or to heal the Wounded condition outright.</p></blockquote><p></p>
[QUOTE="Rel, post: 4536164, member: 99"] I thought I'd post here with my new and (possibly?) improved Healing rules. I decided, particularly in light of certain setting elements in my campaign, that I would do away with having to track specific penalties and go with a more broad based approach. Here are the entirety of the rules (and I'm totally open to any comments about them - these aren't playtested and maybe I missed some dire implications): Healing Rules: Healing works as normal in most cases. However it is possible for the PC to become “Wounded”. Such a character has suffered physical damage severe enough to make recovery more painful and difficult. [I]There are two possible ways for a PC to become Wounded: A PC who fails a Death Save while at negative Hit Points becomes Wounded.[/I] Certain monsters (mostly Elite and Solo monsters) or Traps may cause a PC to become Wounded on a Critical Hit. While Wounded a PC suffers from the following effects: [I]They do not regain full hit points after an Extended Rest. A successful Heal check allows them to regain hit points equal to one Healing Surge. The PC loses full use of their Healing Surges. The PC has the same number of Surges as normal but these may only be used when “activated” by other healing effects (such as Cleric or Warlord Powers or Second Wind). Healing Surges may not otherwise be voluntarily spent in order to regain Hit Points.[/I] A character may attempt to recover from being Wounded after an Extended Rest by making a successful Endurance check. If the PC is under the care of a character Trained in the Heal skill, that roll may be substituted for the Endurance check. In addition it is possible for certain Rituals to give bonuses to this Endurance check or to heal the Wounded condition outright. [/QUOTE]
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