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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7016765" data-attributes="member: 6694190"><p>One idea I got that is a simple change but, which would result in higher HS usage would be to introduce negative HP, i.e. if I have 10 hp and takes 32 hp in damage I would actually have -22 hp and start rolling death saves. However, in order to heal, you have to use your healing surges to actually heal the negative HP as well. So if a healing surge gives you 20 hp, one healing surge would take you to -2 hp, and you need to apply a second HS to go to positive HP and get conscious. In game play this could actually have a quite big average effect on available healing surges.</p><p>I can understand that WotC have taken away negative numbers as the kids of today probably have not learnt simple math, but for us old-timers it might work well ;-)</p><p> </p><p>You could then add other mechanisms as well. Maybe negative hit points can only be healed with magic or applying a healer's kit with a successful Heal skill check where the amount of negative HP in some way reduces the chance to heal, or the amount healing you get from a Healing Surge. Maybe one of the death save conditions would be to get stabalized but not regaining any HP. Without magic or a proper healer you could be lingering at death's door for days without getting better, as the short and extended rest only heals if you are a 1 hp or higher.</p><p></p><p>You could add a bloodied condition that grants enemies either combat advantage or a +2 chance to hit while bloodied. Damage dealt to you is +1[W] while bloodied. This will force players to use second wind earlier and thereby consume HS earlier in the battle, rather than waiting for the Short Rest.</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7016765, member: 6694190"] One idea I got that is a simple change but, which would result in higher HS usage would be to introduce negative HP, i.e. if I have 10 hp and takes 32 hp in damage I would actually have -22 hp and start rolling death saves. However, in order to heal, you have to use your healing surges to actually heal the negative HP as well. So if a healing surge gives you 20 hp, one healing surge would take you to -2 hp, and you need to apply a second HS to go to positive HP and get conscious. In game play this could actually have a quite big average effect on available healing surges. I can understand that WotC have taken away negative numbers as the kids of today probably have not learnt simple math, but for us old-timers it might work well ;-) You could then add other mechanisms as well. Maybe negative hit points can only be healed with magic or applying a healer's kit with a successful Heal skill check where the amount of negative HP in some way reduces the chance to heal, or the amount healing you get from a Healing Surge. Maybe one of the death save conditions would be to get stabalized but not regaining any HP. Without magic or a proper healer you could be lingering at death's door for days without getting better, as the short and extended rest only heals if you are a 1 hp or higher. You could add a bloodied condition that grants enemies either combat advantage or a +2 chance to hit while bloodied. Damage dealt to you is +1[W] while bloodied. This will force players to use second wind earlier and thereby consume HS earlier in the battle, rather than waiting for the Short Rest. [/QUOTE]
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