ravenheart
Explorer
Well, originally inspired by 77IM back in the day (among others), I recently started thinking about mechanics for long-time injuries and suddenly I had come up with a fresh wound system, which I think holds true to the style of 4th Edition.
NOTE: I deliberately posted this in a new thread so not to derail P1NBACK's thread.
Now, for the system.
I'll comment further later, now I need to sleep.
But what do the rest of you think?
NOTE: I deliberately posted this in a new thread so not to derail P1NBACK's thread.
Now, for the system.
NOTE 2: I refer to the Death Flag (which I've stolen from Raising The Stakes), which I'm planning on implementing alongside these rules, among other changes (more APs etc.). Also note that under this system, a PC (or beast companion) does NOT take a death penalty if the are ressurrected through Raise Dead/Raise Beast Companion.WOUND SYSTEM
1. Whenever a critical hit is scored against a PC, they can opt to suffer a wound. By doing so, the hit is treated as a normal hit instead.
2. Whenever a PC would make a death save, they can opt to suffer a wound. By doing so, the PC becomes stabilized instead.
3. Whenever a PC would take ongoing damage, they can opt to suffer a wound. By doing so, they ignore any ongoing damage that turn.
4. Whenever a hit would make a PC go to 0 hit points or below, they can opt to suffer a wound. By doing so, they may remain at 1 hit point.
5. A PC doesn't die after three failed death saves or at negative bloodied (unless the've raised their death flag, see below). They are instead incapacitated until the end of their next extended rest, after which they suffer a death penalty until they've passed three milestones and at least five days have passed.
6. A PC with three or more wounds must make a saving throw at the end of each of their turns while in combat or during any strenuous activity. On a failure, they become dying. If they already are dying. Each additional wound beyond the third results in a -2 penalty to the saving throw.
7. When a PC suffers a wound, they roll on the minor wound chart to see how and where they were wounded. Depending on the nature of the triggering action, refer to either the physical (P) or mental (M) wound description. If the triggering action was elemental, incorporate it into the wound description.
8. When a PC suffers a second wound, they roll on the major wound chart or turn a minor wound into it's major counterpart (as if they had rolled the same result on the chart). When a PC suffers their third wound (and all subsequent wounds), they roll on the critical wound chart, turn a minor wound into it's major counterpart and roll on the major wound chart OR turn a major wound into it's critical counterpart. NOTE: Only convert your wounds into their lesser or greater counterparts if the triggering action makes sense to the physical or mental quality of the wound.
9. If a wound would cause a PC to suffer a condition, the PC does not benefit from feats, magic items or other features granting them resistance or immunity to the condition caused by the wound.
10. After each extended rest, a wounded PC must make a Moderate DC Endurance check (or an ally can make a Moderate DC Heal check in his place) to treat for EACH wound, with a -2 penalty to the skill roll in case of a Major wound and a -5 penalty to the skill roll in case of a Critical wound. Each wound in addition to the wound being treated incur a -1 penalty to the skill roll. Failure results in the PC suffering another wound (as per nr. 8). A PC that makes the check can turn a wound into a lesser counterpart of itself (i.e. critical -> major -> minor -> cured). This can only be done once per wound, and only once per extended rest (plus one additional time per milestone reached that day).
11. Each day of complete bed rest and proper treatment lessens a single wound by one step (starting from the critical ones, until all are cured). The Remove Affliction can instantly cure any wound where the level of the effect is equal to your level (+2 for a Major wound and +5 for a Critical wound).
WOUND CHARTS
MINOR WOUND CHART[sblock]
1d20 --- Wound description P/M --- Effect
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1 --- "I'ts Getting Worse!" --- roll again on the major wound chart
2-4 --- "Cracked Rib/Leaking Animus" --- take damage equal to half your healing surge value* at the start of each of your turns or lose your minor action that turn, -1 fortitude
5-8 --- "Sprained Leg/Sluggish" --- can't shift or run, -1 reflex
9-12 --- "Bruised Flesh/Disheartened" --- gain vulnerability to all damage equal to half your healing surge value**
13-16 --- "Strained Arm/Pain" --- can't make opportunity attacks, -1 AC
17-19 --- "Concussion/Muddled" --- grant combat advantage, -1 will
20 --- "I got Better!" --- you do not suffer a wound.[/sblock]
MAJOR WOUND CHART[sblock]
1d20 --- Wound description P/M --- Effect
----------------------------------------------------
1 --- "You got a Bad Day!" --- roll again on the critical wound chart
2-4 ---- "Bleeding Gut/Fading Life" --- take damage equal to your healing surge value* at the start of each of your turns or lose your move action that turn, -2 fortitude
5-8 --- "Crippled Leg/Indifferent" --- can't bull rush or charge, can't shift or run, -2 reflex
9-12 --- "Flayed Flesh/Depressed"--- gain vulnerability to all damage equal to your healing surge value**
13-16 --- "Crushed Arm/Agony" --- -2 to attacks, can't take opportunity actions, -2 AC
17-19 --- "Skull Fracture/Anxhiety" --- can't target non-adjacent enemies, grant combat advantage, -2 will
20 --- "Someone Smiles at You!" -- roll again on the minor wound chart
[/sblock]
CRITICAL WOUND CHART[sblock]
1d20 --- Wound description P/M --- Effect
----------------------------------------------------
1 --- "He's/She's a Goner! --- roll twice on the critical wound chart, rerolling a result of 1 or 20.
2-4 ---- "Organ Failure/Gasping Essence" --- take damage equal to your bloodied value* at the start of each of your turns or become dazed until the start of your next turn, -2 to all defenses
5-8 ---"Leg Fracture/Infantile"--- prone, can't stand up, -2 to all defenses
9-12 --- "Necrosis/Defeated" --- gain vulnerability to all damage equal to your healing surge value**, lose all resistances and immunities
13-16 --- "Broken Arm/Catatonic" --- weakened, can't take immediate or opportunity actions, -2 to all defenses
17-19 --- "Aneurysm/Panicking" --- helpless, blinded, -2 to all defenses
20 --- "A Miraculous Recovery!" --- roll again on the major wound chart.
[/sblock]
* this damage cannot be reduced in any way.
** this vulnerability stacks with all other vulnerabilities.
I'll comment further later, now I need to sleep.
But what do the rest of you think?
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