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<blockquote data-quote="Geoarrge" data-source="post: 7204269" data-attributes="member: 6801238"><p>Flattening the massive damage threshold scaling seems like a good idea.</p><p></p><p>Making use of the lingering injury table would add to attrition. While it's not a standard d20 check, the table is ordered with the worst effects lowest, so advantage/disadvantage conditions might be worth having. </p><p>Say any time you get taken down to 0, roll for a lingering injury. If it was due to a critical hit, the injury roll has disadvantage. Roll with advantage if you suffered damage less than your Constitution score. </p><p></p><p></p><p>One line of thinking I had, would be to adopt several gameplay elements from the XCOM games.<strong></strong></p><p><strong></strong></p><p><strong>Cover </strong></p><p>One thing that doesn't really require any new rules is simply to make sure there is plenty of cover available on your battle maps, and that intelligent monsters make good use of it. Generally this will be more advantageous to the defenders of an area. </p><p></p><p></p><p>As another rule, though, you might give advantage to all ranged attacks against unobscured creatures with no cover. In XCOM, catching a unit from any uncovered side counts as flanking. </p><p></p><p><strong>Battlefield Healing </strong></p><p>In XCOM, if you heal your wounded units on the battlefield, they still count as wounded when calculating recuperation time after the battle. This would translate to making battlefield healing work similarly to temporary HP. In a fantasy setting with magical healing, it might not make sense to nerf all healing spells. </p><p></p><p></p><p><em>Field Healing: </em> Hit Points healed by spells 5th level or below, other class abilities that recover hit points (such as Second Wind), using a healing kit, and potions of healing are tracked separately, and removed upon the next long rest. Field healing does not have any other properties of temporary Hit Points, such as exceeding normal maximum Hit Points, or multiple sources not stacking. A dying creature stabilized by field healing who falls back to 0 Hit Points during a long rest is not in danger of dying if the rest is completed. </p><p></p><p></p><p><strong>Rest and Healing</strong></p><p>Healing times in XCOM typically take several days of recuperation, and of course the limited duration of field healing makes no difference if a long rest restores full health anyway. Rather then extend the duration of short and long rest periods themselves, consider only moving the healing effects over to the next category of rest: require recuperation (DC 15 Constitution save after 3 days downtime) to replenish half Hit Dice and full Hit Points, while a long rest is required to spend Hit Dice. Any other effect that allows healing during a short rest is considered field healing. </p><p></p><p></p><p>If you want to extend the XCOM adaptation further, run a campaign in which the action requires playing backup characters while the others are recuperating. Consider disallowing or reducing experience gain for characters on the bench, if you're comfortable with a mixed-level party.</p><p></p><p>Of course, any change to the rate of healing does nothing if you don't create a sense of pressure that makes the party question whether they have time to rest. However it's much easier to imagine dangerous developments over the course of days than during most overnight rests. Consider how long it takes to build new construction, send a messenger somewhere, or pack up and move.</p></blockquote><p></p>
[QUOTE="Geoarrge, post: 7204269, member: 6801238"] Flattening the massive damage threshold scaling seems like a good idea. Making use of the lingering injury table would add to attrition. While it's not a standard d20 check, the table is ordered with the worst effects lowest, so advantage/disadvantage conditions might be worth having. Say any time you get taken down to 0, roll for a lingering injury. If it was due to a critical hit, the injury roll has disadvantage. Roll with advantage if you suffered damage less than your Constitution score. One line of thinking I had, would be to adopt several gameplay elements from the XCOM games.[B] Cover [/B] One thing that doesn't really require any new rules is simply to make sure there is plenty of cover available on your battle maps, and that intelligent monsters make good use of it. Generally this will be more advantageous to the defenders of an area. As another rule, though, you might give advantage to all ranged attacks against unobscured creatures with no cover. In XCOM, catching a unit from any uncovered side counts as flanking. [B]Battlefield Healing [/B] In XCOM, if you heal your wounded units on the battlefield, they still count as wounded when calculating recuperation time after the battle. This would translate to making battlefield healing work similarly to temporary HP. In a fantasy setting with magical healing, it might not make sense to nerf all healing spells. [I]Field Healing: [/I] Hit Points healed by spells 5th level or below, other class abilities that recover hit points (such as Second Wind), using a healing kit, and potions of healing are tracked separately, and removed upon the next long rest. Field healing does not have any other properties of temporary Hit Points, such as exceeding normal maximum Hit Points, or multiple sources not stacking. A dying creature stabilized by field healing who falls back to 0 Hit Points during a long rest is not in danger of dying if the rest is completed. [B]Rest and Healing[/B] Healing times in XCOM typically take several days of recuperation, and of course the limited duration of field healing makes no difference if a long rest restores full health anyway. Rather then extend the duration of short and long rest periods themselves, consider only moving the healing effects over to the next category of rest: require recuperation (DC 15 Constitution save after 3 days downtime) to replenish half Hit Dice and full Hit Points, while a long rest is required to spend Hit Dice. Any other effect that allows healing during a short rest is considered field healing. If you want to extend the XCOM adaptation further, run a campaign in which the action requires playing backup characters while the others are recuperating. Consider disallowing or reducing experience gain for characters on the bench, if you're comfortable with a mixed-level party. Of course, any change to the rate of healing does nothing if you don't create a sense of pressure that makes the party question whether they have time to rest. However it's much easier to imagine dangerous developments over the course of days than during most overnight rests. Consider how long it takes to build new construction, send a messenger somewhere, or pack up and move. [/QUOTE]
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