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<blockquote data-quote="Mythlore" data-source="post: 4799690" data-attributes="member: 69463"><p>I just stumbled onto your thread, good Sir, and I think I understand your plight.</p><p></p><p>Many times, in combat, players go down for the count. To be specific, count the number of turns you haven't done anything because you're unconscious.</p><p></p><p>Maybe your Ranger character decided he would waltz into the middle of the elves who, a round ago, peppered your party with arrows -- and having strayed from the congealed goo that a group is often suggested to be, you have paid the price. Four elves who are supposed to be better archers than melee'rs have sliced your apart.</p><p></p><p>Now your turn would come up.</p><p></p><p>That's the problem. That magical number with your (former) initiative count rolls by, ticks on down past you, and your allies, busy with the serious business in front of them have no way to get to you or help you -- and you have nothing else you can do because you made a decision -- perhaps a novice mistake, perhaps it was just the luck of the draw in the encounter.</p><p></p><p>--</p><p></p><p>I, for one, like this idea. When I picked up the FRPG (Forgotten Realms Player's Guide), I found a Channel Divinity feat that I myself said "every Cleric ought to have this". Since a party seems to count on only having one leader (two leaders is a beautiful thing), those few ways to spend your healing surges become the game changer. I found this wonderful feat titled "Berronar's Salve" -- that is, it's a way to keep your character charged. A character who would be dropped to 0 hit points may spend a healing surge -- and that's all you need, sometimes. You come back up with your healing surge (plus 1, because I think the D&D calculation does that, you go to 1 and heal from there) value. The ability to spend your surge as you go down is nearly invaluable. It saves you the move action to rise from prone, as well as keeps the leader from having to burn one of his 2-3/encounter healing powers, since it was a Channel Divinity feat. It occurs you could re-toy this as a way to modify a character's Second Wind to be useable immediately upon reaching 0 hit points -- or upon reaching bloodied -- as a free action, or should we categorize into an immediate (interrupt? no. reaction, most likely, so damage happens first) action.</p><p></p><p>I like the idea of having a couple of 'group' powers you can do to cheer the party on when your initiative count rolls by, as you sit there, mostly lifeless and helpless. At least you can still be helpful.</p><p></p><p>Perhaps 1/round you could select from one of three of those effects, chosen when you decide "when I die, this is how I help." There's plenty of ways to story-tell that, I'm sure, and I like that you're heading it off at the pass -- the idea of trying to make the eventuality of unconsciousness a reasonable thing that, although it's not glorious, you don't become a useless burden that has to be healed.</p><p></p><p>I would be slightly wary of the potential bonuses or effects you could be giving out -- but since it's not FR or other official WotC gaming, I'd say that it's pretty easy to rule these into being. After all, Rule 0 is the best rule of all.</p></blockquote><p></p>
[QUOTE="Mythlore, post: 4799690, member: 69463"] I just stumbled onto your thread, good Sir, and I think I understand your plight. Many times, in combat, players go down for the count. To be specific, count the number of turns you haven't done anything because you're unconscious. Maybe your Ranger character decided he would waltz into the middle of the elves who, a round ago, peppered your party with arrows -- and having strayed from the congealed goo that a group is often suggested to be, you have paid the price. Four elves who are supposed to be better archers than melee'rs have sliced your apart. Now your turn would come up. That's the problem. That magical number with your (former) initiative count rolls by, ticks on down past you, and your allies, busy with the serious business in front of them have no way to get to you or help you -- and you have nothing else you can do because you made a decision -- perhaps a novice mistake, perhaps it was just the luck of the draw in the encounter. -- I, for one, like this idea. When I picked up the FRPG (Forgotten Realms Player's Guide), I found a Channel Divinity feat that I myself said "every Cleric ought to have this". Since a party seems to count on only having one leader (two leaders is a beautiful thing), those few ways to spend your healing surges become the game changer. I found this wonderful feat titled "Berronar's Salve" -- that is, it's a way to keep your character charged. A character who would be dropped to 0 hit points may spend a healing surge -- and that's all you need, sometimes. You come back up with your healing surge (plus 1, because I think the D&D calculation does that, you go to 1 and heal from there) value. The ability to spend your surge as you go down is nearly invaluable. It saves you the move action to rise from prone, as well as keeps the leader from having to burn one of his 2-3/encounter healing powers, since it was a Channel Divinity feat. It occurs you could re-toy this as a way to modify a character's Second Wind to be useable immediately upon reaching 0 hit points -- or upon reaching bloodied -- as a free action, or should we categorize into an immediate (interrupt? no. reaction, most likely, so damage happens first) action. I like the idea of having a couple of 'group' powers you can do to cheer the party on when your initiative count rolls by, as you sit there, mostly lifeless and helpless. At least you can still be helpful. Perhaps 1/round you could select from one of three of those effects, chosen when you decide "when I die, this is how I help." There's plenty of ways to story-tell that, I'm sure, and I like that you're heading it off at the pass -- the idea of trying to make the eventuality of unconsciousness a reasonable thing that, although it's not glorious, you don't become a useless burden that has to be healed. I would be slightly wary of the potential bonuses or effects you could be giving out -- but since it's not FR or other official WotC gaming, I'd say that it's pretty easy to rule these into being. After all, Rule 0 is the best rule of all. [/QUOTE]
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