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Hit Points - A Discussion of a "Solution"
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 4546251" data-attributes="member: 4892"><p>1) IME with 4E it is nearly impossible to die unless the whole party goes down or runs, thus leaving someone behind. I agree this variant would make characters alot more durable. Who would go out adventuring when heavily wounded? Heroes who see that innocents are in danger, heroes who have discovered that the gate to the Feywild where the big magic doo-dad is located will close for another thousand years when the moon turns full again in 4 days, etc. Heroes that don't rest for long periods would constantly be beat up and bruised. That's why alot of downtime passes in my campaigns. Otherwise you get the effect that there is constant trouble brewing in the village/town/world where the characters live. There are campaigns where constant trouble makes sense, like war campaigns. Otherwise I insert the idea of long downtime where the adventurers get to relax, train and catch up with friends and family.</p><p></p><p>2) The same way important NPCs are decided now. At zero hit points they go down. Some PCs will coup de grace under the current rules anyway. Others will walk away. As DM, you decide whether the NPC comes back to haunt the PCs. I don't need to use the rules that apply to PCs to adjudicate what happens to NPCs. I do whatever is good for the campaign.</p><p></p><p>3) The grittier the game you desire, the more you lower the Wound Threshold. Simple enough. I would agree with the stacking idea, a crit that drops you to zero deals two wounds. Damage > bloodied causing a wound is a fine idea, I just don't think you'll see that happen very often in 4E.</p><p></p><p>4) Another good way to increase the grittiness.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4546251, member: 4892"] 1) IME with 4E it is nearly impossible to die unless the whole party goes down or runs, thus leaving someone behind. I agree this variant would make characters alot more durable. Who would go out adventuring when heavily wounded? Heroes who see that innocents are in danger, heroes who have discovered that the gate to the Feywild where the big magic doo-dad is located will close for another thousand years when the moon turns full again in 4 days, etc. Heroes that don't rest for long periods would constantly be beat up and bruised. That's why alot of downtime passes in my campaigns. Otherwise you get the effect that there is constant trouble brewing in the village/town/world where the characters live. There are campaigns where constant trouble makes sense, like war campaigns. Otherwise I insert the idea of long downtime where the adventurers get to relax, train and catch up with friends and family. 2) The same way important NPCs are decided now. At zero hit points they go down. Some PCs will coup de grace under the current rules anyway. Others will walk away. As DM, you decide whether the NPC comes back to haunt the PCs. I don't need to use the rules that apply to PCs to adjudicate what happens to NPCs. I do whatever is good for the campaign. 3) The grittier the game you desire, the more you lower the Wound Threshold. Simple enough. I would agree with the stacking idea, a crit that drops you to zero deals two wounds. Damage > bloodied causing a wound is a fine idea, I just don't think you'll see that happen very often in 4E. 4) Another good way to increase the grittiness. [/QUOTE]
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Hit Points - A Discussion of a "Solution"
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