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Adding attrition with "Bloodied"

Sirot

First Post
Reading the D&D Next Blog - A Close Call with Negative Hit Points thread, I came upon talk about the bloodied condition and realized it would be a great way to easily introduce attrition to D&D in a modular fashion and element of danger.


Basic Module - Bloodied: When a character goes below halve their maximum hit points, they are considered bloodied. Many attacks become more effective when a character is bloodied and they take additional damage from critical hits.

Advanced Module 1 - Bloodied: When a character goes below halve their maximum hit points, they are considered bloodied. The character remains bloodied until they take an extended rest. The bloodied condition does not go away if a character is healed to more than half their maximum hit points. Many attacks become more effective when a character is bloodied and they take additional damage from critical hits.

Advanced Module 2 - Bloodied: When a character goes below halve their maximum hit points, they are considered bloodied. The character remains bloodied until they take an extended rest. The bloodied condition does not go away if a character is healed to more than half their maximum hit points. Many attacks become more effective when a character is bloodied and they take additional damage from critical hits. When a characters hits 0 hit points and begins dying, after they are stabilized, the character will have the bloodied condition until they beat a DC 15 constitution check at the beginning of each new day.

The advanced version of the bloodied would be the replacement to a wound module. Its advantage over wounds is that there are no numbers to track, you are either bloodied or you are not. Once a character is bloodied, they are in obvious more danger; enemies hit harder and a critical hit becomes a bigger concern. The party has an incentive to avoid taking large amounts of damage and healing become more important in combat, but this system allows for the party to go back to full health (like they can in 4e using healing surges) after each encounter (which can be another module).

Since the bloodied condition is relatively straightforward mechanic, the basic module can be considered to be part of the 5e core which would make the advanced modules easy to integrate. Many of the monsters will have a way to take advantage of bloodied characters and vica versa. Someone like a fighter would suffer more from the advanced modules since I can't imagine them being able to walk out of an encounter without being bloodied. A feat or class feature that allows them to do the DC 15 constitution check after each encounter to remove the bloodied condition could be one way of handling that problem.
 
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Not a good model. Defenders would be bloodied starting in the first encounter of the day and stay that way. Controllers would hardly ever be bloodied.
 

Hmmm, there is a concern which this raises in my mind.

There are other discussions about regarding the cleric. One of the great struggles of the game is to prevent pigeon holing him as a healer. An idea like this creates an imperative to avoid becoming bloodied, which means keep your hit points topped up.

This is turn creates pressure for a group to have an in combat healer, which comes back to the poor old cleric to drop his cool abilities and pick up the healers hat again.

Not that I disagree with what you say, there are some interesting points, but until there is a clear manner in which healing can occur without the cleric (or other approach to allow healing as an option for a cleric rather than a sentence), I think this is another brick in the holy-mans proverbial wall.
 


I already use advanced 1 in my current 4e game. It makes it a healing must sort of game where you always need a combat healer. It matches the settings fluff but, like yours, shouldn't be default.

I too want bloodied to return and be not easy to heal. But I don't want to see it used as attrition. Personally I'd move Bloodied to Critical hits, massive damage, and "drop to 0 HP" as the triggers instead of 50%. That would move it away for "topping off HP" to "eventually it's gonna happen."
 


I like it, though I would add one thing: during a short rest, you can make a DC 15 Heal check to apply first aid to someone who is Bloodied. Any given person can make only one check per short rest. If this check succeeds, then the target's Bloodied condition is suppressed until the next time the target takes damage. If you want to be lenient, this can be until the target takes damage equal to 5+Con. or 10+Con.

Your fighters are going to be constantly Bloodied. As they should be... that's the drawback of playing a heavy melee combat character. If you start to complain about being Bloodied because you took 50 damage, just remember that the 40 HP Mage wouldn't be around to complain at all, and count your blessings.

But having a constant negative status effect just for participating in battle is a bit much. This allows you to get patched up a bit after battle, and remove any penalties that might be afflicting you. But if you get hurt again, it's not only going to cause new wounds, but open up old ones. If you use the lenient version, this gives warrior types at least a hit or two in combat before they start having to worry about being Bloodied again. It also models real-world first-aid relatively well: you won't be able to heal the wounds completely, but you can patch them up good enough that they can be ignored... for now.

(For the record, this was inspired by the way they handle injury and healing in the Dominion RPG. It's a decent game, check it out. It's got a lot of interesting mechanics. It is a little grim and gritty for some, though, including a pretty nasty death spiral if you get hit too often...)
 


I would say that you ALWAYS need to be able to be healed out of any condition brought on by HP damage.

Normal damage=normal solutions.

Special damage=special solutions.

Can you explain what you mean by "Death Spiral"?

It means once you're hurt you're easier to hurt.

Look at some of the other threads talking about this.

Basically: you lose health, which gives you a condition that makes it easier to lose health, which gives you a condition that makes it harder to regain/easier to lose health....rinse and repeat.
 


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