Jack99
Adventurer
Hit points and healing are the only thing in 4e that bugged me and my group. While I understand the reasoning behind healing surges and hit points, someone resting for 6-8 hours and getting up fine bothered us. 4e had no way of implementing long-term injuries or severe bodily damage. Plus, the abstraction of the cleric/paladin vs. warlord healing bugged us.
So we implemented a SIMPLE fix that allowed for a distinction between magical vs nonmagical healing, and didn't require us to monkey with established hit point values, the bloodied condition, and which satisfied our simulationist AND narrativist gaming styles. Here it is:
As an example, per 4e rules, a 1st level fighter has 15 + Con score hit points, and gains 6 hit points per level after that. Our system says a 1st level fighter with a 16 Con has 15 hit points, and 16 wound points. A 10th level fighter with a 20 Con would have 69 hit points, and 20 wound points.
1. When damaged, hit points are shaved off first, and when they are depleted, wound points are deducted.
2. When a character hits 0 wound points, he is unconscious.
3. Characters die at their negative Con score, or on three failed death saves.
4. As a character gains levels, he gains hit points, but only gains wound points if is Con score increases.
5. Hit points can be cured by a warlord or cleric, but only magical healing can quickly restore wound points (equal to the healing surge value). Hit points can be regained by healing surges with a short rest, but natural healing only allows one wound point healed per day of bedrest with a successful DC 10 + 1/2 level Endurance check. (If a trained healer is looking after a recovering character (DC 10 + wound point damage Heal check to treat), he can regain two wound points per day with a DC 10 Endurance check).
6. Finally, while suffering from wound point damage, a character can be at their bloodied value at best.
Hit points in our system represent luck, adrenaline, divine fortune, willpower, minor bruises, scrapes, pain tolerance, etc. Wound points represent actual physical injury, which takes time to recover from. A character still has the same total number of "hit points" as the core rules, and the bloodied value is the same, but some of those points represent real physical damage that take time to recover from.
So far, this system has worked really well for us, with almost no rules tweaking. It satisfies our simulationist tastes, and makes getting severely wounded have consequences that take time to recover from.
Has it affected how much people want to play warlords? Or have you given them something else to compensate? Or maybe you do not use them at all?
Cheers