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General Tabletop Discussion
D&D Older Editions
Warhammer-esque wounds in 4e
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<blockquote data-quote="Stalker0" data-source="post: 5258284" data-attributes="member: 5889"><p>I think the concepts are good, but the system takes the complexity a bit too high, and I don't think that's needed.</p><p></p><p>For example, let's for a moment ignore the positional wound effects and just focus on the ideas of being wounded.</p><p></p><p>The basic goal of your system seems to be to inflict wounds that have some lingering aftereffect past an encounter and weaken the person who has inflicted the wounds.</p><p></p><p></p><p>I like the condition track idea, but all the minor/major stage 1 through X location wounds get a bit confusing to me. What if we try combining them into a singular mechanic.</p><p></p><p></p><p>Wounds</p><p>1) You suffer a -1 to attack rolls, checks, and all defenses for each wound you currently have. (location doesn't matter, just the number.)</p><p></p><p>2) Healing Wounds: Depending on the number of wounds you have, you have the following options to heal them. The healing option will recover all of your wounds. Note that if you have more wounds than the healing option allows, you cannot use that option to heal any of your wounds.</p><p></p><p>a) 0-1 wound: Short Rest</p><p>b) 2-3 wounds: Extended Rest</p><p>c) 3-4 wounds: Remove Affliction</p><p>d) 5+: Raise Dead</p><p></p><p></p><p>To me this streamlines a lot of what you are going for. Characters can still take lingering penalties, the penalties are noticeable (-'s to attack, checks, and defenses is noticeable to everyone), and the healing options are easy to understand.</p><p></p><p></p><p>Past that point you could still tweak your system how you want, how healing surges work, how crits are involved etc.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5258284, member: 5889"] I think the concepts are good, but the system takes the complexity a bit too high, and I don't think that's needed. For example, let's for a moment ignore the positional wound effects and just focus on the ideas of being wounded. The basic goal of your system seems to be to inflict wounds that have some lingering aftereffect past an encounter and weaken the person who has inflicted the wounds. I like the condition track idea, but all the minor/major stage 1 through X location wounds get a bit confusing to me. What if we try combining them into a singular mechanic. Wounds 1) You suffer a -1 to attack rolls, checks, and all defenses for each wound you currently have. (location doesn't matter, just the number.) 2) Healing Wounds: Depending on the number of wounds you have, you have the following options to heal them. The healing option will recover all of your wounds. Note that if you have more wounds than the healing option allows, you cannot use that option to heal any of your wounds. a) 0-1 wound: Short Rest b) 2-3 wounds: Extended Rest c) 3-4 wounds: Remove Affliction d) 5+: Raise Dead To me this streamlines a lot of what you are going for. Characters can still take lingering penalties, the penalties are noticeable (-'s to attack, checks, and defenses is noticeable to everyone), and the healing options are easy to understand. Past that point you could still tweak your system how you want, how healing surges work, how crits are involved etc. [/QUOTE]
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