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<blockquote data-quote="Crashy75" data-source="post: 4472812" data-attributes="member: 11017"><p>Overall I like your implementation. A few thoughts.</p><p></p><p></p><p></p><p>I would specify that you still take a minimum of 1 point of damage to coincide with the inflict wound below. Otherwise, a player might argue that he shouldn't receive a wound if he took no damage. </p><p> </p><p></p><p>One concern I have is that inflicting a penalty is, in general, better than doing damage. Obviously, the tougher the opponent, the better to wound. It's hard to imagine that PC's wouldn't want to give your elites/solos some vital or arm wounds at some point. However, I know their HP can be out of this world so perhaps I'm worried over nothing. Personally, I would do one of the following:</p><ul> <li data-xf-list-type="ul"><strong>#1:</strong> Make the ability to wound 1x/encounter rather than at-will. </li> <li data-xf-list-type="ul"><strong>#2:</strong> Create special powers that wound. This way, not all characters can inflict wounds. The rogue, ranger and fighter seem the most likely candidates (in that order). This would probably go well with #3 below. </li> <li data-xf-list-type="ul"><strong>#3:</strong> An interesting twist would be to allow your BBEG to take a wound just as a pc could. I'd limit this to 1x/encounter. Or you could allow all elites/solos this ability. The monsters probably shouldn't get up after they've been taken down, but perhaps it could be an automatic elite/solo ability when a creature would otherwise be reduced to 0 hp. </li> <li data-xf-list-type="ul"><strong>#4:</strong> Don't allow the PC's to choose what kind of wound they can inflict. The vitals wound in particular looks especially tempting. </li> </ul><p></p><p>A head wound should give a penalty to constitution attacks. (looks at the warlock). Also, shouldn't the head wound give a penalty to all knowlege-like skills? I've had a concussion and I tell ya, it does feel like the intelligence gets knocked out of you. I wouldn't want to have to take a math or history test afterward. </p><p>Also, to go with the abstract nature of D&D, perhaps arm wounds could give a -2 penalty to Str/Dex attacks (as well as thievery checks). The shield penalty seems harsh as it penalizes one combat style over others. I know it sounds weird, but I'd make this a 1x injury (one arm could be badly injured or both mildly injured. </p><p></p><p>Personally, I think the penalties imposed by wounds should get worse if they move in the wrong direction.</p></blockquote><p>I don't think there should be a cure wounds ritual simply because wounds are a player choice. If a pc could choose to gain a disease instead of death the cure disease ritual would become a lot more valuable. I think a ritual of this nature defeats the purpose of the mechanic. </p><p></p><p>However, an interesting idea would be to give specific diseases/maladies in lieu of the 'permanent' affect. For example, if your arm reaches the 'permanent' tier, it becomes gangrenous (I know I saw a gangrene disease somewhere around here). This is a disease that can be treated in the normal way. If the disease is treated (via heal or ritual) then the arm could go back to 'worsening' if you don't really want permanent injuries (as the introduction of a 'cure wounds' suggests) or just make it permanent.</p><p>[/QUOTE]</p>
[QUOTE="Crashy75, post: 4472812, member: 11017"] Overall I like your implementation. A few thoughts. I would specify that you still take a minimum of 1 point of damage to coincide with the inflict wound below. Otherwise, a player might argue that he shouldn't receive a wound if he took no damage. One concern I have is that inflicting a penalty is, in general, better than doing damage. Obviously, the tougher the opponent, the better to wound. It's hard to imagine that PC's wouldn't want to give your elites/solos some vital or arm wounds at some point. However, I know their HP can be out of this world so perhaps I'm worried over nothing. Personally, I would do one of the following: [LIST] [*][B]#1:[/B] Make the ability to wound 1x/encounter rather than at-will. [*][B]#2:[/B] Create special powers that wound. This way, not all characters can inflict wounds. The rogue, ranger and fighter seem the most likely candidates (in that order). This would probably go well with #3 below. [*][B]#3:[/B] An interesting twist would be to allow your BBEG to take a wound just as a pc could. I'd limit this to 1x/encounter. Or you could allow all elites/solos this ability. The monsters probably shouldn't get up after they've been taken down, but perhaps it could be an automatic elite/solo ability when a creature would otherwise be reduced to 0 hp. [*][B]#4:[/B] Don't allow the PC's to choose what kind of wound they can inflict. The vitals wound in particular looks especially tempting. [/LIST] A head wound should give a penalty to constitution attacks. (looks at the warlock). Also, shouldn't the head wound give a penalty to all knowlege-like skills? I've had a concussion and I tell ya, it does feel like the intelligence gets knocked out of you. I wouldn't want to have to take a math or history test afterward. Also, to go with the abstract nature of D&D, perhaps arm wounds could give a -2 penalty to Str/Dex attacks (as well as thievery checks). The shield penalty seems harsh as it penalizes one combat style over others. I know it sounds weird, but I'd make this a 1x injury (one arm could be badly injured or both mildly injured. Personally, I think the penalties imposed by wounds should get worse if they move in the wrong direction. [/QUOTE] I don't think there should be a cure wounds ritual simply because wounds are a player choice. If a pc could choose to gain a disease instead of death the cure disease ritual would become a lot more valuable. I think a ritual of this nature defeats the purpose of the mechanic. However, an interesting idea would be to give specific diseases/maladies in lieu of the 'permanent' affect. For example, if your arm reaches the 'permanent' tier, it becomes gangrenous (I know I saw a gangrene disease somewhere around here). This is a disease that can be treated in the normal way. If the disease is treated (via heal or ritual) then the arm could go back to 'worsening' if you don't really want permanent injuries (as the introduction of a 'cure wounds' suggests) or just make it permanent. [/QUOTE]
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