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The Healing Paradox
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5949327" data-attributes="member: 710"><p>I like hit points as a "per encounter" resource, and healing surges or hit dice as daily recovery resource, but would like to add some kind of wound system.</p><p></p><p>When you are reduced to 0 hit points or less, you take a wound. Choose from a list or roll some dice. The wound is first just a note that doesn't do anything directly. Wounds recover slowly. YOu may have a maximum number of wounds before you end up in some real trouble (say, can no longer recover hit points beyond half). </p><p>When you become bloodied by an attack, one of your wounds "activate" and the associated penalties apply. And this happens every time you are bloodied (or dropped to 0 hit points?). So in a long battle with a lot of hit point yo-yoing, you'll look really battered and feel terrible with lots of penalties. </p><p></p><p>Problem is that such a system is not necessarily simple, since you need several wound types. That's something I don't like. But maybe one can boil it down to something simple.</p><p></p><p>Maybe a somewhat less complex version is possible.</p><p></p><p>Every time you are reduced to 0 hit points, you take an injury. There are the following injury steps: </p><p></p><ul> <li data-xf-list-type="ul">Uninjured</li> <li data-xf-list-type="ul">Lightly Injured<ul> <li data-xf-list-type="ul">Activation: You take disadvantage on your next attack or ability check.</li> <li data-xf-list-type="ul">Critical Hit: You take disadvantage on your next attack or ability check.</li> </ul> </li> <li data-xf-list-type="ul">Moderate Injured<ul> <li data-xf-list-type="ul">Activation: You are knocked prone. You also take a -10 ft penalty while bloodied.</li> <li data-xf-list-type="ul">Critical Hit: You are knocked prone.</li> </ul> </li> <li data-xf-list-type="ul">Seriously Injured<ul> <li data-xf-list-type="ul">Activation: You lose your next action. You also take a -10 ft penalty while bloodied (for a total of -20 ft from the moderate injury).</li> <li data-xf-list-type="ul">Critical Hit: You lose your next action.</li> </ul> </li> <li data-xf-list-type="ul">Critically Injured<ul> <li data-xf-list-type="ul">Activation: You cannot recover hit points above half your hit points.</li> <li data-xf-list-type="ul">Critical Hit: If you still have hit points after the attack is resolved, your hit points are reduced to 0 but you are stable. You take no additional injury if this effect is applied (but you take an injury if the triggering attack already reduced you to 0 hit points or less, as normal.)</li> </ul> </li> <li data-xf-list-type="ul">Deadly Injured<ul> <li data-xf-list-type="ul">Activation: You cannot recover any hit points (but you can still be stabilized from any healing you receive).</li> </ul> </li> </ul><p></p><p>Gaining Injury: Whenever you are reduced to 0 hit points or less, your injury state worsens by one step.</p><p>Activating Injuries: Whenever you are bloodied by an attack, each wound becomes active and remains active until you are no longer bloodied.</p><p></p><p>Recovery: It takes 3 days of long rest to recover one injury level. </p><p>Some magical healing and rituals can speed up this process. </p><ul> <li data-xf-list-type="ul">Cure XXX spells and potions improve your injury condition by one step if the XXX is at least equal of your injury level. (So you need a Cure Light Wound spell to remove a light injury, and a Cure Serious spells would lessen a serious injuryto a moderate injury).</li> <li data-xf-list-type="ul">The Heal Ritual (xhours casting time, y gold piece per injury level and character level) removes all injuries.</li> </ul><p>Note: <em>This system is somewhat different than the original one I mentioned at the beginning of the post -w ith injury levels instead of specific injuries (say, broken arm or serious burn), it didnd't seem to make sense to have only one wound "active" and I simply made all conditions apply. Even in this form, it's still fairly complex and looks more like a module than a core rule. What I like is that there are some obvious dials - you can speed up or slow down natural healing, you can impose further or lesser limits on spells, and you can adjust the price of the healing ritual - down to a level where it becomes trivial or up to a level where it's almost impossible to do.</em></p><p><em>At the same time, the conditions are not _that_ nasty, until you get in the serious low areas of injuries. As long as you got some way to cure light wounds, you are not that likely to stack up much injuries, and if you stack them up, bloodied becomes a little more special and criticals a little nastier - but not overwhelmingly so, I think, at least until you are criticallly injured.</em></p><p><em></em></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5949327, member: 710"] I like hit points as a "per encounter" resource, and healing surges or hit dice as daily recovery resource, but would like to add some kind of wound system. When you are reduced to 0 hit points or less, you take a wound. Choose from a list or roll some dice. The wound is first just a note that doesn't do anything directly. Wounds recover slowly. YOu may have a maximum number of wounds before you end up in some real trouble (say, can no longer recover hit points beyond half). When you become bloodied by an attack, one of your wounds "activate" and the associated penalties apply. And this happens every time you are bloodied (or dropped to 0 hit points?). So in a long battle with a lot of hit point yo-yoing, you'll look really battered and feel terrible with lots of penalties. Problem is that such a system is not necessarily simple, since you need several wound types. That's something I don't like. But maybe one can boil it down to something simple. Maybe a somewhat less complex version is possible. Every time you are reduced to 0 hit points, you take an injury. There are the following injury steps: [LIST] [*]Uninjured [*]Lightly Injured [LIST] [*]Activation: You take disadvantage on your next attack or ability check. [*]Critical Hit: You take disadvantage on your next attack or ability check. [/LIST] [*]Moderate Injured [LIST] [*]Activation: You are knocked prone. You also take a -10 ft penalty while bloodied. [*]Critical Hit: You are knocked prone. [/LIST] [*]Seriously Injured [LIST] [*]Activation: You lose your next action. You also take a -10 ft penalty while bloodied (for a total of -20 ft from the moderate injury). [*]Critical Hit: You lose your next action. [/LIST] [*]Critically Injured [LIST] [*]Activation: You cannot recover hit points above half your hit points. [*]Critical Hit: If you still have hit points after the attack is resolved, your hit points are reduced to 0 but you are stable. You take no additional injury if this effect is applied (but you take an injury if the triggering attack already reduced you to 0 hit points or less, as normal.) [/LIST] [*]Deadly Injured [LIST] [*]Activation: You cannot recover any hit points (but you can still be stabilized from any healing you receive). [/LIST] [/LIST] Gaining Injury: Whenever you are reduced to 0 hit points or less, your injury state worsens by one step. Activating Injuries: Whenever you are bloodied by an attack, each wound becomes active and remains active until you are no longer bloodied. Recovery: It takes 3 days of long rest to recover one injury level. Some magical healing and rituals can speed up this process. [LIST] [*]Cure XXX spells and potions improve your injury condition by one step if the XXX is at least equal of your injury level. (So you need a Cure Light Wound spell to remove a light injury, and a Cure Serious spells would lessen a serious injuryto a moderate injury). [*]The Heal Ritual (xhours casting time, y gold piece per injury level and character level) removes all injuries. [/LIST] Note: [I]This system is somewhat different than the original one I mentioned at the beginning of the post -w ith injury levels instead of specific injuries (say, broken arm or serious burn), it didnd't seem to make sense to have only one wound "active" and I simply made all conditions apply. Even in this form, it's still fairly complex and looks more like a module than a core rule. What I like is that there are some obvious dials - you can speed up or slow down natural healing, you can impose further or lesser limits on spells, and you can adjust the price of the healing ritual - down to a level where it becomes trivial or up to a level where it's almost impossible to do. At the same time, the conditions are not _that_ nasty, until you get in the serious low areas of injuries. As long as you got some way to cure light wounds, you are not that likely to stack up much injuries, and if you stack them up, bloodied becomes a little more special and criticals a little nastier - but not overwhelmingly so, I think, at least until you are criticallly injured. [/I] [/QUOTE]
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