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Wound System
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<blockquote data-quote="77IM" data-source="post: 4649572" data-attributes="member: 12377"><p>Hello fellow rulecrafters (rulewrights?), let's try this version on for size. It is meant to capture some of the richness of the original version (multiple types of wounds) with the more balanced recovery system of the second version, but using 4E conditions instead of mathematical penalties.</p><p></p><p> -- 77IM</p><p></p><p></p><p><strong><u><span style="font-size: 15px">Wounds</span></u></strong></p><p>Hit points are abstract and represent bruises, flesh wounds, fatigue, morale, luck, and overall progress towards genuine injury. Usually, this injury means you are unconscious and dying. Under this system, players have the option to convert their hit point damage into a lesser type of injury -- a wound that is a persistent hindrance, but not fatal.</p><p></p><p><strong>GAIN A WOUND: Not an action</strong></p><ul> <li data-xf-list-type="ul"><strong>At Any Time:</strong> You don't need to be conscious to suffer a wound. You can suffer a wound in response to an enemy's attack, or when you are about to die, or during your turn. You can't suffer a wound once you are dead (after your last failed death save), or if you are at full hit points. You may gain two or three wounds at once, if you wish.</li> <li data-xf-list-type="ul"><strong>Maximum 3 Wounds:</strong> If you already have 3 wounds (not counting permanent wounds), you can't gain a wound.</li> <li data-xf-list-type="ul"><strong>Heal Up To Your Healing Surge Value:</strong> You heal any number of hit points, up to your healing surge value. This doesn't cost a healing surge (you can suffer a wound even if you are out of healing surges). Record the amount of damage you healed, because this determines the recovery DC for your wound (the more damage you healed, the higher your recovery DC).</li> <li data-xf-list-type="ul"><strong>DM Decides the Type of Wound:</strong> The DM decides the type of wound based on what sort of damage you are taking (see the list, below).</li> <li data-xf-list-type="ul"><strong>Suffer Wound Condition Immediately:</strong> Whatever condition your wound imposes, you suffer it right away.</li> </ul><p></p><p><strong><u>Wound Effects</u></strong></p><p><strong>Maximum Healing Surges:</strong> Your maximum number of healing surges is reduced by 1 for each wound you have (including permanent wounds).</p><p><strong>Wound Conditions:</strong> Each wound imposes a condition. You suffer the condition immediately when you gain the wound (above), and again each time you stress the wound (below).</p><p style="margin-left: 20px"><em>Leg Wound:</em> You are immobilized until the end of your next turn, and then slowed (save ends).</p> <p style="margin-left: 20px"><em>Arm Wound:</em> You are unable to attack until the end of your next turn, and then weakened (save ends).</p> <p style="margin-left: 20px"><em>Head Wound:</em> You are dazed (save ends).</p> <p style="margin-left: 20px"><em>Gut Wound:</em> You take ongoing damage equal to 1/10 your maximum hit points (save ends).</p> <p style="margin-left: 20px"></p><p><strong>Stressing a Wound:</strong> When you roll low on an attack roll, skill check, or ability check, you suffer the wound condition again. If the natural roll on the d20 die, before any modifiers, is less than or equal to your number of wounds, you immediately suffer the condition again (if you have multiple different wounds, randomly determine which). Permanent wounds can't be stressed and don't count towards your total number of wounds.</p><p></p><p>If you stress a wound outside of combat, you can usually just ignore it (unless you are in a tense situation where round-by-round tracking is important, such as a timed deathtrap). If your gut wound is stressed, you just lose a healing surge; if you're out of surges, lose hit points equal to your surge value.</p><p></p><p></p><p><strong><u>Wound Recovery</u></strong></p><p>After an extended rest, you may make a single Endurance check to recover from one of your wounds. You don't need to attempt a recovery check if you don't want to, but you can only make one per extended rest. Another character can use the Heal skill to tend your wound; use their Heal check result or your Endurance result, whichever is higher.</p><p></p><p>The DC of the wound check is based on the number of hit points you healed when acquiring the wound.</p><p></p><p style="margin-left: 20px"><strong>Wound Recovery DC = 10 + half the number of hit points you healed when you suffered the wound</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Success:</strong> If you succeed on three wound recovery checks for the same wound, that wound is cured; you lose the wound and no longer suffer its penalties. These success don't need to be consecutive.</li> <li data-xf-list-type="ul"><strong>Failure:</strong> If you fail on three wound recovery checks, that wound is permanent, and you can no longer make recovery checks to attempt to cure it (although it can still be cured by the Cure Wound ritual). However, you no longer suffer any penalties from this wound, except for the penalty to your maximum number of healing surges. The wound can no longer be stressed and doesn't count towards your number of wounds when determining whether wound stress occurs or whether you can earn a new wound.</li> <li data-xf-list-type="ul"><strong>Multiple Wounds:</strong> You can only make one recovery check for one wound per extended rest. Track the successes and failures for each wound separately.</li> </ul><p></p><p></p><p><strong><em>Example:</em></strong></p><p style="margin-left: 20px">Hrothbert the 6th-level dwarf is bleeding out, felled by an elite orc shaman and his followers. The fight is going badly for his party, but they're out of <em>healing words</em>. Hrothbert decides to wrench himself off the ground and get back into the game! He heals his surge value (15 hit points). The DM decides that since Hrothbert's last damage was from a 30-foot fall, he suffers a leg wound. Hrothbert stands up, slowed; being a tank, this doesn't bother him much (although it's upsetting to become slowed again every time he rolls a 1). His presence makes enough of a difference in the fight for the party to be victorious!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">After a short rest, the group trudges back to town so Hrothbert can start taking extended rests at the inn. After each one, he makes an Endurance check, DC 17 (1/2 of 15 = 7, +10 = 17). Over four days of resting, he fails the first check, succeeds on the next two, and then fails the fourth. On the fifth day, Hrothbert must decide whether to even attempt the recovery check. If he succeeds, he's cured of that wound forever. If he fails, he's stuck with reduced healing surges until he can get magical aid. Maybe he should forgo his recovery check tonight, and seek out someone with a decent Heal modifier to help on his final check?</p> <p style="margin-left: 20px"></p><p></p><p></p><p>...</p><p>I decided to go the "critical fail" route instead of numerical penalties because in my experience players often "forget" about their penalties, especially very broad penalties (a -1 to everything will be applied maybe half the time...). I don't think people will forget about rolling a 1 (or a 2 or a 3), since players often note the event when they totally botch a roll. The unpredictable nature also leads to a bit more dynamic combats, compared to the bland constant penalty. Finally, I think it matches genre conventions well: the wounded hero carries on, and the wound is only a sporadic problem, so that it can be worked into the story.</p><p></p><p>My biggest concern about this system is that some of the wounds seem worse than others (slowed and weakened probably aren't as bad as dazed, and ongoing damage could be bad, based on the situation).</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4649572, member: 12377"] Hello fellow rulecrafters (rulewrights?), let's try this version on for size. It is meant to capture some of the richness of the original version (multiple types of wounds) with the more balanced recovery system of the second version, but using 4E conditions instead of mathematical penalties. -- 77IM [B][U][SIZE="4"]Wounds[/SIZE][/U][/B] Hit points are abstract and represent bruises, flesh wounds, fatigue, morale, luck, and overall progress towards genuine injury. Usually, this injury means you are unconscious and dying. Under this system, players have the option to convert their hit point damage into a lesser type of injury -- a wound that is a persistent hindrance, but not fatal. [B]GAIN A WOUND: Not an action[/B] [LIST] [*][B]At Any Time:[/B] You don't need to be conscious to suffer a wound. You can suffer a wound in response to an enemy's attack, or when you are about to die, or during your turn. You can't suffer a wound once you are dead (after your last failed death save), or if you are at full hit points. You may gain two or three wounds at once, if you wish. [*][B]Maximum 3 Wounds:[/B] If you already have 3 wounds (not counting permanent wounds), you can't gain a wound. [*][B]Heal Up To Your Healing Surge Value:[/B] You heal any number of hit points, up to your healing surge value. This doesn't cost a healing surge (you can suffer a wound even if you are out of healing surges). Record the amount of damage you healed, because this determines the recovery DC for your wound (the more damage you healed, the higher your recovery DC). [*][B]DM Decides the Type of Wound:[/B] The DM decides the type of wound based on what sort of damage you are taking (see the list, below). [*][B]Suffer Wound Condition Immediately:[/B] Whatever condition your wound imposes, you suffer it right away. [/LIST] [B][U]Wound Effects[/U][/B] [b]Maximum Healing Surges:[/b] Your maximum number of healing surges is reduced by 1 for each wound you have (including permanent wounds). [b]Wound Conditions:[/b] Each wound imposes a condition. You suffer the condition immediately when you gain the wound (above), and again each time you stress the wound (below). [INDENT][I]Leg Wound:[/I] You are immobilized until the end of your next turn, and then slowed (save ends). [I]Arm Wound:[/I] You are unable to attack until the end of your next turn, and then weakened (save ends). [i]Head Wound:[/I] You are dazed (save ends). [i]Gut Wound:[/i] You take ongoing damage equal to 1/10 your maximum hit points (save ends). [/INDENT] [b]Stressing a Wound:[/b] When you roll low on an attack roll, skill check, or ability check, you suffer the wound condition again. If the natural roll on the d20 die, before any modifiers, is less than or equal to your number of wounds, you immediately suffer the condition again (if you have multiple different wounds, randomly determine which). Permanent wounds can't be stressed and don't count towards your total number of wounds. If you stress a wound outside of combat, you can usually just ignore it (unless you are in a tense situation where round-by-round tracking is important, such as a timed deathtrap). If your gut wound is stressed, you just lose a healing surge; if you're out of surges, lose hit points equal to your surge value. [B][U]Wound Recovery[/U][/B] After an extended rest, you may make a single Endurance check to recover from one of your wounds. You don't need to attempt a recovery check if you don't want to, but you can only make one per extended rest. Another character can use the Heal skill to tend your wound; use their Heal check result or your Endurance result, whichever is higher. The DC of the wound check is based on the number of hit points you healed when acquiring the wound. [INDENT][B]Wound Recovery DC = 10 + half the number of hit points you healed when you suffered the wound[/B][/INDENT] [LIST][*][B]Success:[/B] If you succeed on three wound recovery checks for the same wound, that wound is cured; you lose the wound and no longer suffer its penalties. These success don't need to be consecutive. [*][B]Failure:[/B] If you fail on three wound recovery checks, that wound is permanent, and you can no longer make recovery checks to attempt to cure it (although it can still be cured by the Cure Wound ritual). However, you no longer suffer any penalties from this wound, except for the penalty to your maximum number of healing surges. The wound can no longer be stressed and doesn't count towards your number of wounds when determining whether wound stress occurs or whether you can earn a new wound. [*][B]Multiple Wounds:[/B] You can only make one recovery check for one wound per extended rest. Track the successes and failures for each wound separately.[/LIST] [B][I]Example:[/I][/B] [INDENT]Hrothbert the 6th-level dwarf is bleeding out, felled by an elite orc shaman and his followers. The fight is going badly for his party, but they're out of [i]healing words[/i]. Hrothbert decides to wrench himself off the ground and get back into the game! He heals his surge value (15 hit points). The DM decides that since Hrothbert's last damage was from a 30-foot fall, he suffers a leg wound. Hrothbert stands up, slowed; being a tank, this doesn't bother him much (although it's upsetting to become slowed again every time he rolls a 1). His presence makes enough of a difference in the fight for the party to be victorious! After a short rest, the group trudges back to town so Hrothbert can start taking extended rests at the inn. After each one, he makes an Endurance check, DC 17 (1/2 of 15 = 7, +10 = 17). Over four days of resting, he fails the first check, succeeds on the next two, and then fails the fourth. On the fifth day, Hrothbert must decide whether to even attempt the recovery check. If he succeeds, he's cured of that wound forever. If he fails, he's stuck with reduced healing surges until he can get magical aid. Maybe he should forgo his recovery check tonight, and seek out someone with a decent Heal modifier to help on his final check? [/INDENT] ... I decided to go the "critical fail" route instead of numerical penalties because in my experience players often "forget" about their penalties, especially very broad penalties (a -1 to everything will be applied maybe half the time...). I don't think people will forget about rolling a 1 (or a 2 or a 3), since players often note the event when they totally botch a roll. The unpredictable nature also leads to a bit more dynamic combats, compared to the bland constant penalty. Finally, I think it matches genre conventions well: the wounded hero carries on, and the wound is only a sporadic problem, so that it can be worked into the story. My biggest concern about this system is that some of the wounds seem worse than others (slowed and weakened probably aren't as bad as dazed, and ongoing damage could be bad, based on the situation). -- 77IM [/QUOTE]
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