Does this work

You're going to find that in 4E there are lots of situations that aren't covered explicitly in the rules. This is an example of that, as far as I can tell. So ultimately, the two questions you have to answer are "does the interpretation of the rules I want fit with the sort of game my group wants to play?" and "what fits best with what seems to be the intent of the rules?"

I can't really answer the first, but with the second I can at least give you an idea. It's an extra d6+con damage, which doesn't seem like much compared to 3E but is apparently rather a lot in 4E. Note that an extra d6 is what you get with eyebite when you get to 21st level. Or, it'd be the equivalent of a fighter getting a melee basic attack with a short sword every single round. So, in the context of 4E it's a pretty big deal.

So, I'd likely allow it but would make it a free action (assume it happens as part of the standard action of the at-will power) and require more damage. Like whatever the average nth level creature does. None of this piddly, "I inflict one point of damage and get an extra d6+Con out of it." That smacks too much of just gaming the system.

Even from a role-play perspective it'd be lame. Your emo raven queen worshipping warlock "cuts" himself to get a boost in damage done with hellish rebuke, but all he's really doing is pricking himself with a needle? Very, very lame.

As for why the amount needed keeps going up? Well, you sorta get used to it after a while and need to inflict more pain to get the same amount of juice.
 

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Self Injury

I like the idea that it's a move action to do 1hp (due to the care taken to minimize the damage). How about mixing that with 1d4 for a minor. Use BOTH instead of one or the other. If you use the move action, you;ve taken mor ecare, and take only 1hp (or 2, or whatever you decide), while with a minor action, you're less careful and hence risk more injury (d4, d6, whatever).

I'd definitely scale the injury to the level of the attack somehow. Maybe 1/2 HP (round up) per level of the attack, with 1d4 per two levels (round up again).
 

It sounds like it's against the theme of the power, but, given the them of the character, as a DM, I'd be enclined to allow it. I'd also use the bloodmage power as a benchmark. So I'd say free action, and the extra die you roll is also the amount of damge you do to yourself. That way, the deeper you cut, the more you hurt your target.
 

thegrizz said:
However the idea of him having to take real damage even adds to it. So what do you all think about it being a minor action causing 1d4 points of damage? Does that maintain balance? Or should I make the action a bit more heavy such as a move or move equivalent?

I'm a mean DM, I guess, since I thought that damaging yourself is a standard action.
 

I would not allow minimal self-injury to grant a bonus to a character who gets loads of temporary hit points as a class feature.

Cheers, -- N
 

The blood mage injures himself as a free action and does 1d10 damage.
For VooDoo (who do? You do, voodoo.....awesome name BTW) I would drop the damage to a 1d6 and increase the action to minor. Seems about right and a cool concept:)
 

thegrizz said:
o what do you all think about it being a minor action causing 1d4 points of damage? Does that maintain balance? Or should I make the action a bit more heavy such as a move or move equivalent?

The trouble is, if it's only a minor action to damage yourself, it should only be a minor action to damage a helpless opponent...

On second thoughts, for this particular character, he would be well practised in the maneuver, so I guess he could do it pretty fast.
 

Contents May Vary said:
The trouble is, if it's only a minor action to damage yourself, it should only be a minor action to damage a helpless opponent...

On second thoughts, for this particular character, he would be well practised in the maneuver, so I guess he could do it pretty fast.
Not really, you can cut yourself while not looking unlike an opponent

Edit: ninja'd by your edit:)
 


How about making 'cutting' yourself to trigger the damage cost a healing surge? I had that idea for a blood mage multiclass before I got the books...
 

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