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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="Lanefan" data-source="post: 9218113" data-attributes="member: 29398"><p>Re cures applying only to specific types of damage e.g. burns or actual wounds or fatigue or sonic, etc.:</p><p></p><p>In all three of those systems - 1e, 4e, and 5e - I could kitbash this in with only the following changes:</p><p></p><p>--- (in 1e only) add and codify a bunch of damage types that are currently only informal at best</p><p>--- players would have to track the type of damage (radiant, sonic, burn, electric, etc.; or generic (e.g. what most normal weapons do)) along with the amount of damage taken</p><p>--- add in various items, spells, and other things that cure specific damage types only e.g. a Potion of Blessing that cures only necrotic damage; an Aloe Herb that cures only burn damage; a Neutralize Charge spell that only cures electric damage, and so forth.</p><p></p><p>To make the physical/fatigue side work one could either add a wounds-vitality hit point system or just use a variant of the Bloodied mechanic that 4e already has. So, with this you'd have [spell-potion-etc.] of Cure Fatigue for when the recipient is at or above the Bloodied threshold and [spell-potion-etc.] of Cure Wounds for when the recipient is below it.</p><p></p><p>To really get complicated these could be combined e.g. there could be something that only works on burn wounds (i.e. the damage has to be burn damage and you have to be Bloodied).</p><p></p><p>All in all this is a very easy kitbash (as such things go) and - somewhat amazingly for 4e and 5e - has no obvious knock-on effects. The most time-consuming bit would be coming up with all the new items and spells, but that's not difficult.</p><p></p><p>This idea does add some player-side recordkeeping complexity, however, which I quickly admit is a strike against it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9218113, member: 29398"] Re cures applying only to specific types of damage e.g. burns or actual wounds or fatigue or sonic, etc.: In all three of those systems - 1e, 4e, and 5e - I could kitbash this in with only the following changes: --- (in 1e only) add and codify a bunch of damage types that are currently only informal at best --- players would have to track the type of damage (radiant, sonic, burn, electric, etc.; or generic (e.g. what most normal weapons do)) along with the amount of damage taken --- add in various items, spells, and other things that cure specific damage types only e.g. a Potion of Blessing that cures only necrotic damage; an Aloe Herb that cures only burn damage; a Neutralize Charge spell that only cures electric damage, and so forth. To make the physical/fatigue side work one could either add a wounds-vitality hit point system or just use a variant of the Bloodied mechanic that 4e already has. So, with this you'd have [spell-potion-etc.] of Cure Fatigue for when the recipient is at or above the Bloodied threshold and [spell-potion-etc.] of Cure Wounds for when the recipient is below it. To really get complicated these could be combined e.g. there could be something that only works on burn wounds (i.e. the damage has to be burn damage and you have to be Bloodied). All in all this is a very easy kitbash (as such things go) and - somewhat amazingly for 4e and 5e - has no obvious knock-on effects. The most time-consuming bit would be coming up with all the new items and spells, but that's not difficult. This idea does add some player-side recordkeeping complexity, however, which I quickly admit is a strike against it. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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