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4e Healing as Plot Device
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<blockquote data-quote="fuindordm" data-source="post: 4089969" data-attributes="member: 5435"><p>Then there's the Riverworld scenario: the PCs do not actually inhabit a Mortal plane, but some wierd, Life-enhanced purgatory.</p><p></p><p>All PCs (or everyone in the world!) are resurrected immediately upon death. Always in the same "safe" place, mind you, in the same imperishable flesh and with all their memories intact. So "death" still means you miss the end of the adventure, most likely. No one in the world knows why this happens; in fact, everyone remembers their first life on some other world where injuries are messy and death is permanent. No one has babies on this world, but occasionally one person will "pass on" permanently and new people arrive.</p><p></p><p>All people are reincarnated immediately upon death. There is no afterlife; souls migrate to their next birth in mere instants. Bodies are not imperishable, but still more than mortal and heal incredibly rapidly. The most influential priesthood specializes in keeping track of your past and future lives, reviving memories of past lives, etc. People passing a certain "karma threshold" heal more easily and have more personal power.</p><p></p><p>All PCs carry a fraction of divine blood that grants them extraordinary endurance and healing power, not to mention access to Paragon Paths and Epic Destinies. Side effect: the gods of this world regularly prance around seducing mortals and interfering in their affairs. They keep track of their offspring, but may not bother to tell you where you came from.</p><p></p><p>----</p><p></p><p>Personally, however, I prefer to have some simple mechanisms in place for more persistent injury. I'll probably start with the idea that critical hits and going below zero HP each take away a surge, and have surges recover at only 1/day. (Get full HP after an extended rest, use any number of surges to recover HP in a short rest.)</p><p></p><p>Crazy Jerome's idea is pretty good too.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 4089969, member: 5435"] Then there's the Riverworld scenario: the PCs do not actually inhabit a Mortal plane, but some wierd, Life-enhanced purgatory. All PCs (or everyone in the world!) are resurrected immediately upon death. Always in the same "safe" place, mind you, in the same imperishable flesh and with all their memories intact. So "death" still means you miss the end of the adventure, most likely. No one in the world knows why this happens; in fact, everyone remembers their first life on some other world where injuries are messy and death is permanent. No one has babies on this world, but occasionally one person will "pass on" permanently and new people arrive. All people are reincarnated immediately upon death. There is no afterlife; souls migrate to their next birth in mere instants. Bodies are not imperishable, but still more than mortal and heal incredibly rapidly. The most influential priesthood specializes in keeping track of your past and future lives, reviving memories of past lives, etc. People passing a certain "karma threshold" heal more easily and have more personal power. All PCs carry a fraction of divine blood that grants them extraordinary endurance and healing power, not to mention access to Paragon Paths and Epic Destinies. Side effect: the gods of this world regularly prance around seducing mortals and interfering in their affairs. They keep track of their offspring, but may not bother to tell you where you came from. ---- Personally, however, I prefer to have some simple mechanisms in place for more persistent injury. I'll probably start with the idea that critical hits and going below zero HP each take away a surge, and have surges recover at only 1/day. (Get full HP after an extended rest, use any number of surges to recover HP in a short rest.) Crazy Jerome's idea is pretty good too. [/QUOTE]
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