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<blockquote data-quote="jrowland" data-source="post: 6048057" data-attributes="member: 94389"><p>Excellent!</p><p></p><p>Become "Bloodied" ==> Gain 1 Injury</p><p>Go to 0 or less HP ==> Gain 1 Injury</p><p>A single Hit is at least 1/4 max HP = Gain 1 Injury</p><p>Hit with a Critical = Gain 1 Injury</p><p></p><p>All effects cumulative (ie if you have 30 HP and get hit on crit for 35 dmg you gain 4 Injuries.)</p><p></p><p>If you have no injuries you are not wounded</p><p>If Injuries are less than or equal to Con Modifier (minimum 1) you are lightly wounded (some condition applies: -1 skill checks and speed, eg)</p><p>If Injuries are greater than Con Modifier but less than twice Con Modifier you are Moderately Wounded (some condition applies: -2 skill checks and speed, -1 attack and saves eg)</p><p>If Injuries are greater than twice Con Modifier but less than Con Score you are Seriously Wounded (some condition applies: -4 skill checks and speed, -2 attack, saves, and AC)</p><p>If Injuries are greater than Con Score you are Critically Wounded (some condition applies: Incapacitated)</p><p></p><p>Healing</p><p>In-combat healing heals HP as normal.</p><p>Out-of-combat magic healing heals injuries.</p><p>Out-of-combat non-magic healing heals injuries at a long rest rate (1 injury per day, 2 with herbalist care or in 'restful' locale, 3 with herbalist care and restful locale)</p><p></p><p>Potions could recover HP, or allow one to ignore wounded penalties (adrenaline boost) etc</p><p></p><p>It has good potential.</p><p></p><p>It allows for the "second pool" that most agree is needed (fatigue/wounds) but keeps things tied mostly to HP. Rather than a pool that you lose points from, "Gaining" injuries is a way to spread out what some critics might call a death spiral. Making each turn of that spiral shallower (Care Bear Mode) or steeper (Iron Man Mode) can be done (ie, change wound thresholds when penalties kick in. Care bear lightly wounded might mean injuries = Con score. Iron Man Mode might mean Each threshold is precisely 1 more wound.)</p><p></p><p>Drawbacks</p><p>Its more complicated. Players/DM would need to know the thresholds and remember to apply the penalties as well as keep track of HP/Injuries/ and whether or not they get bloodied. Mods to healing spells might be needed: Ritualized Cure spells might heal 1 injury per spell level eg, so that kind of tweaking in exands the scope of such a change.</p><p></p><p>As a module, I think its doable. Probably not as core though.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6048057, member: 94389"] Excellent! Become "Bloodied" ==> Gain 1 Injury Go to 0 or less HP ==> Gain 1 Injury A single Hit is at least 1/4 max HP = Gain 1 Injury Hit with a Critical = Gain 1 Injury All effects cumulative (ie if you have 30 HP and get hit on crit for 35 dmg you gain 4 Injuries.) If you have no injuries you are not wounded If Injuries are less than or equal to Con Modifier (minimum 1) you are lightly wounded (some condition applies: -1 skill checks and speed, eg) If Injuries are greater than Con Modifier but less than twice Con Modifier you are Moderately Wounded (some condition applies: -2 skill checks and speed, -1 attack and saves eg) If Injuries are greater than twice Con Modifier but less than Con Score you are Seriously Wounded (some condition applies: -4 skill checks and speed, -2 attack, saves, and AC) If Injuries are greater than Con Score you are Critically Wounded (some condition applies: Incapacitated) Healing In-combat healing heals HP as normal. Out-of-combat magic healing heals injuries. Out-of-combat non-magic healing heals injuries at a long rest rate (1 injury per day, 2 with herbalist care or in 'restful' locale, 3 with herbalist care and restful locale) Potions could recover HP, or allow one to ignore wounded penalties (adrenaline boost) etc It has good potential. It allows for the "second pool" that most agree is needed (fatigue/wounds) but keeps things tied mostly to HP. Rather than a pool that you lose points from, "Gaining" injuries is a way to spread out what some critics might call a death spiral. Making each turn of that spiral shallower (Care Bear Mode) or steeper (Iron Man Mode) can be done (ie, change wound thresholds when penalties kick in. Care bear lightly wounded might mean injuries = Con score. Iron Man Mode might mean Each threshold is precisely 1 more wound.) Drawbacks Its more complicated. Players/DM would need to know the thresholds and remember to apply the penalties as well as keep track of HP/Injuries/ and whether or not they get bloodied. Mods to healing spells might be needed: Ritualized Cure spells might heal 1 injury per spell level eg, so that kind of tweaking in exands the scope of such a change. As a module, I think its doable. Probably not as core though. [/QUOTE]
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