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D&D 4E Wound/Vitality in 4E

HP = Vitality
Surges = Wounds

Get rid of recovery of full surges with an extended rest. Instead you recover 1 wound per day.

Full Wounds: No penalty
Wounds above 75%: -1 to all attacks, checks, defenses and speed.
Above 50%: -2 to all attacks, checks, defenses and speed
Above 25%: -5 to all attacks, checks, defenses, you're slowed
Above 0%: You can only take a standard action each turn, and penalties as above.
 

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Some are good in idea, but in practice would either hurt your character too much or not have enough effect to be worth keeping track of.

This.

I've tried a few systems. They mostly aren't worth the extra bookkeeping.

The only thing I've stuck with is: -1 to all D20 rolls at bloodied, -2 to all D20 rolls at 0 or less (for those PCs that can stay conscious while below 1). This applies to both PCs and NPCs (which actually gives PCs a slight edge since they can heal back above wounded whereas NPCs typically cannot).

The rest of it with keeping track of wound points over many days just doesn't seem to be worth it from my experience.
 

After some thought, I think the best way to create a wound system would be to treat them exactly like diseases. I'm sure this has been proposed, but I think I have a new twist.

Instead of "contracting" a wound at 0 hp, bloodied, or after taking a certain amount of damage, give monsters who you want to be able to inflict wounds that ability in their powers (see the Dire Rat's bite attack with filth fever to know what I mean). If a PC gets a wound, they make a saving throw at the end of the encounter. Fail, and they receive the wound. They need to make Endurance checks during extended rests (can be replaced by Heal checks, just like diseases) in order to heal from the wound, but it can get worse, even becoming permanent.

Remove Affliction could then be used to remove permanent wounds. If you don't want them to be as bad as diseases, you can give bonuses for permanent wounds (like Intimidate, etc. Be creative).
 

I have seen many attempts at a wound system, but I have not been satisfied by any of them. Some are good in idea, but in practice would either hurt your character too much or not have enough effect to be worth keeping track of. Most are attempts at making 4e more simulationist, and are just broken.

Well, except for not having seen many systems, my view has largely been yours. That is to say, it seems like any wound system that is important enough to be worth tracking is to penalizing to be fun.

I'm tempted to say that the right solution is to explain the general idea that "past bloodied wounds are visible, and past zero wounds are serious" and let that exist in a purely narrative space. I'm not sure how much mechanics help beyond this, but I was curious enough to solicit other opinions.

And, yes, it would be very interesting to see WotC's take, presumably in the 4e equivalent of Unearthed Arcana that we won't see until 2015.

-KS
 

Introduce a new condition called Wounded.

When wounded a creature rolls a 1d4 and checks the table (multiple rolls do stack):
  • -2 on all attacks,
  • grant combat advantage,
  • -2 on defences,
  • random condition (slowed, prone, dazed, ongoing 5 per tier damage...).

You can choose to apply a Wound to a bloodied creature if you hit with a critical - this replaces all damage done.

Healing wounds; use of the healing skill DC 20 and takes 1d4 days or the Ritual Heal Wounds (their might be some other magic is is approprate - this is just off the top of my head).
 

The fundamental question might be - does the wound system really only penalize the players? If yes, don't be surprised if people will consider the book-keeping as tedious and annoying. It is done for nothing but a negative game effect.

If there is something to be gained, maybe it can be turned into something more... exciting and feel worth the book-keeping?

Bloodied is kinda already an example for that. It is not much book-keeping, but it is still there. Bloodied is by tendence something "bad" - you have less than half your hit points now! But, special effects trigger on them - sometimes they are harmful (Vampries starting to drain your blood! Ugh!) but often it's actually pretty nice, like gaining Regeneration (Shifter) or attack bonuses (Dragonborn).

So, there is a risk-reward scheme at work. Figure out a system - even if it requires book-keeping - that comes with a risk-reward scheme.

Maybe:
When you are bloodied or reduced to 0 hit points, you can accept an active wound. Example Wounds:
- Leg Injury -> Reduce speed by 2 squares and -2 to Athletics/Acrobatics
- Arm Injury -> -2 penalty to melee weapon damage rolls and Athletics/Acrobatics
- Head Injury -> -2 penalty to Perception and ranged weapon and implement damage rolls.
- Torso Injury -> -2 penalty to Endurance and -1 to all defenses.
If you have 4 or more active or inactive wounds, you take damage equal to your bloodied value when accepting another wound.

Whenever you accept a wound, you gain an action point. You can spend 1 action point per encounter, plus one additional per wound you are currently suffering from. Whenever you complete a milestone, you can spend a healing surge to gain an additional action point, once for each active wound you posess.

After each extended rest, make an Endurance check for each wound you are suffering from. The DC is hard for inactive wounds and moderate for active wounds. A succesful check drops an active wound to an inactive wound, and a inactive wound is healed. Inactive wounds only cause their penalties when you are bloodied.
When you heal an inactive wound, you can choose to gain a scar. Whenever you choose to accept a new wound, you can choose this wound to be one of your scars. If you do so, you gain temporary hit points equal to your level, but until the end of the encounter, every critical hit against you deals +1d10 points of damage per tier.

Feats

Frightening Scars
Prerequisite: You must have at least one scar.
You take a -2 penalty to Diplomacy checks, but gain a +2 bonus to Intimidate checks. Additionally, whenever you make an Intimidate Check, you can roll two d20 and take the higher result.

That Old Pain
Prerequisite: You must have at least one scar.
Once per encounter, when you accept a wound to one of your scars, you can choose to become weakened or dazed until the end of your next turn to also spend a healing surge. This weakened or dazed condition cannot be negated in any way.

This is some extra book-keeping:
- Keep track of wounds in two different states
- Make checks for recovering wounds
- Apply penalties for wounds (depending on whether bloodied/not bloodied)
- Keep track of Scars
The upside is - it's absolutely optional, you can play as if this rule didn't exist if you want to.

It has a risk-reward scheme - or rather a penalty-reward scheme. Yes, there is a penalty, but you get an action point for it! That's neat, isn't it?
 

HP = Vitality
Surges = Wounds

Get rid of recovery of full surges with an extended rest. Instead you recover 1 wound per day.

Full Wounds: No penalty
Wounds above 75%: -1 to all attacks, checks, defenses and speed.
Above 50%: -2 to all attacks, checks, defenses and speed
Above 25%: -5 to all attacks, checks, defenses, you're slowed
Above 0%: You can only take a standard action each turn, and penalties as above.

All this will do is reduce the adventuring day and cause longer gaps between each adventuring day.
Under your system most characters would get -1 to everything after losing just 2 surges, most characters would be severely hampered at half surges (losing 3 on my wizard btw) and every one would be crippled at 25% or below.

Every party would head back to town when any one character hit the 50% mark.
 

All this will do is reduce the adventuring day and cause longer gaps between each adventuring day.
Under your system most characters would get -1 to everything after losing just 2 surges, most characters would be severely hampered at half surges (losing 3 on my wizard btw) and every one would be crippled at 25% or below.

Every party would head back to town when any one character hit the 50% mark.

Or get cut down. It's a death spiral. That's what people want in a wound system, right?

I think the only thing I'd change is a bug fix: when bloodied you're dazed. You loose one surge automatically for dropping unconscious. There, now there's a reason to spend surges.
 

Or get cut down. It's a death spiral. That's what people want in a wound system, right?

I think the only thing I'd change is a bug fix: when bloodied you're dazed. You loose one surge automatically for dropping unconscious. There, now there's a reason to spend surges.

Yeah people want that in a would system, but mechanically your system = virtual death once you get below 50%.
Any system still needs to be fun and viable in play.
 


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