Vyvyan Basterd
Adventurer
I'll throw in my solution to simulate wounds in 4E:
Hit Points
Hit points largely remain as they stand. This avoids having to rewrite major portions of the game. The one change is that your character does not die when his hit points reach negative bloodied value. The advantage is no longer having to track hit points below zero.
Wounds
There are three ways to gain a Wound:
1) A critical hit.
2) An attack that drops you to zero hit points or hits you when you are already at zero hit points.
3) Failing a death save.
When you accumulate a number of Wounds equal to your Bloodied value, you die.
Recovering from wounds:
1) Each full day of bed rest removes one wound.
2) Magical healing. Specifically powers that mention curing wounds. So powers like Healing Word would still only recover hit points, not wounds. (Mass) Cure Light Wounds = 1 wound (per target) removed. Cure Serious Wounds = 3 wounds removed. Luckily, the cure wound spells are dailies, so magical healing of wounds is limited.
This would make Wounds something important and difficult to recover from, without hindering the ability of the characters to push onward despite their wounds. But it also makes the characters more durable and less likely to die, which for some would be a feature, others a bug. Another side effect is that groups may again feel that they need a Cleric.
Narration
Each cumulative wound would be described in slightly increasing severity. The character's Bloodied value compared to wounds should help the DM and Player narrate an appropriate wound.
Hit Points
Hit points largely remain as they stand. This avoids having to rewrite major portions of the game. The one change is that your character does not die when his hit points reach negative bloodied value. The advantage is no longer having to track hit points below zero.
Wounds
There are three ways to gain a Wound:
1) A critical hit.
2) An attack that drops you to zero hit points or hits you when you are already at zero hit points.
3) Failing a death save.
When you accumulate a number of Wounds equal to your Bloodied value, you die.
Recovering from wounds:
1) Each full day of bed rest removes one wound.
2) Magical healing. Specifically powers that mention curing wounds. So powers like Healing Word would still only recover hit points, not wounds. (Mass) Cure Light Wounds = 1 wound (per target) removed. Cure Serious Wounds = 3 wounds removed. Luckily, the cure wound spells are dailies, so magical healing of wounds is limited.
This would make Wounds something important and difficult to recover from, without hindering the ability of the characters to push onward despite their wounds. But it also makes the characters more durable and less likely to die, which for some would be a feature, others a bug. Another side effect is that groups may again feel that they need a Cleric.
Narration
Each cumulative wound would be described in slightly increasing severity. The character's Bloodied value compared to wounds should help the DM and Player narrate an appropriate wound.