Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changed Crit Hits and Ditched Healing Surges
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mkill" data-source="post: 5833677" data-attributes="member: 55985"><p><em>Healing Surges and Wounds</em></p><p></p><p>I agree with the other posters that removing Healing Surges is one thing, but Healing Surge <em>Value</em> is another. Just leave healing surge value in the game, and keep Second Wind as it is. That way, class features, feats etc. that key off Healing Surge Value still work.</p><p></p><p>Your "wounds" system is a good idea, but needs more work. It's weird that one wound doesn't have any effect, but the second one drops you immediately. What?</p><p></p><p>I'm not sure how I'd do it, but I would introduce a -2 penalty to attacks for being bloodied. Taking a "wound" gives the same -2 penalty. If you take a wound when you are bloodied or already have a wound, make a saving throw or fall unconscious.</p><p></p><p>You should limit the kind of events that can cause a wound. Otherwise, PCs will try to deal wounds directly to take down monsters quickly, rather than slowly bringing down their hit points.</p><p></p><p><em>Caster-based healing effectiveness</em></p><p></p><p>Meh. The math is skewed. Healing gets (relatively) weaker and weaker as you approach level 10, then suddenly doubles in effectiveness, gets weaker and weaker, and then gets another 50% boost at level 21. Weird.</p><p>Even worse, while Clerics add their Charisma and <em>twice</em> their Wisdom, Int-based Warlords get screwed over royally because they now need Charisma and Wisdom (or better both) to heal properly. If I was a player in your campaign, I'd politely ask you to stop messing with the rules and concentrate on DMing.</p><p></p><p><em>Short Rest</em></p><p></p><p>Meh. If I was in that campaign, I would</p><p>a) stock up on healing potions</p><p>b) take several short rests after another</p><p>c) use the heal skill or whatever else is available to get back to full</p><p>d) avoid getting into consecutive fights</p><p></p><p>Pre-4E, at higher levels the party cleric would just drop enough healing spells / pling everyone with a Wand of Cure Light Wounds to get the party back to full between fights. 4E simply made that automatic.</p><p></p><p><em>Dying</em></p><p></p><p>As for your dying rules: Really, how is this different from Death Saves? All you do is add the Constitution modifier to Death Saves, and remove the "Death Save" name. While I do think that adding the Con modifier to Death Saves is good, I'd still call them Death Saves so that feats etc. still work.</p><p></p><p><em>Critical Hits</em></p><p></p><p>* Your crit effects only really make sense for melee weapon attacks. However, any attack can crit in 4E, and that includes things like arrows, thrown daggers, fireballs, eyebite... Do your crit effects really match these?</p><p></p><p>* Avengers really love these crit rules.</p><p></p><p>* Expect a lot of Wizards to drop a massive area attack and then go into Defensive Stance with the first 20 they roll.</p><p></p><p>* You should also try to tie your changes together. The "Wounding Strike" effect of crits in your rules should cause a "wound".</p><p></p><p>* Push should be 2 squares, not 10'</p><p></p><p>* Stun: Whatever the "Strength save" is, it sounds like a house rule. 4E lingo would be something like "Stunned (save ends), secondary effect: dazed (save ends)"</p><p></p><p>* Massive damage: 4E chars already roll bonus dice for their magic weapons. Also, not sure how "massive" +2d6 still is at Paragon and Epic level. Probably not much.</p></blockquote><p></p>
[QUOTE="mkill, post: 5833677, member: 55985"] [I]Healing Surges and Wounds[/I] I agree with the other posters that removing Healing Surges is one thing, but Healing Surge [I]Value[/I] is another. Just leave healing surge value in the game, and keep Second Wind as it is. That way, class features, feats etc. that key off Healing Surge Value still work. Your "wounds" system is a good idea, but needs more work. It's weird that one wound doesn't have any effect, but the second one drops you immediately. What? I'm not sure how I'd do it, but I would introduce a -2 penalty to attacks for being bloodied. Taking a "wound" gives the same -2 penalty. If you take a wound when you are bloodied or already have a wound, make a saving throw or fall unconscious. You should limit the kind of events that can cause a wound. Otherwise, PCs will try to deal wounds directly to take down monsters quickly, rather than slowly bringing down their hit points. [I]Caster-based healing effectiveness[/I] Meh. The math is skewed. Healing gets (relatively) weaker and weaker as you approach level 10, then suddenly doubles in effectiveness, gets weaker and weaker, and then gets another 50% boost at level 21. Weird. Even worse, while Clerics add their Charisma and [I]twice[/I] their Wisdom, Int-based Warlords get screwed over royally because they now need Charisma and Wisdom (or better both) to heal properly. If I was a player in your campaign, I'd politely ask you to stop messing with the rules and concentrate on DMing. [I]Short Rest[/I] Meh. If I was in that campaign, I would a) stock up on healing potions b) take several short rests after another c) use the heal skill or whatever else is available to get back to full d) avoid getting into consecutive fights Pre-4E, at higher levels the party cleric would just drop enough healing spells / pling everyone with a Wand of Cure Light Wounds to get the party back to full between fights. 4E simply made that automatic. [I]Dying[/I] As for your dying rules: Really, how is this different from Death Saves? All you do is add the Constitution modifier to Death Saves, and remove the "Death Save" name. While I do think that adding the Con modifier to Death Saves is good, I'd still call them Death Saves so that feats etc. still work. [I]Critical Hits[/I] * Your crit effects only really make sense for melee weapon attacks. However, any attack can crit in 4E, and that includes things like arrows, thrown daggers, fireballs, eyebite... Do your crit effects really match these? * Avengers really love these crit rules. * Expect a lot of Wizards to drop a massive area attack and then go into Defensive Stance with the first 20 they roll. * You should also try to tie your changes together. The "Wounding Strike" effect of crits in your rules should cause a "wound". * Push should be 2 squares, not 10' * Stun: Whatever the "Strength save" is, it sounds like a house rule. 4E lingo would be something like "Stunned (save ends), secondary effect: dazed (save ends)" * Massive damage: 4E chars already roll bonus dice for their magic weapons. Also, not sure how "massive" +2d6 still is at Paragon and Epic level. Probably not much. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changed Crit Hits and Ditched Healing Surges
Top