Silent Cartographer
Explorer
Exactly.Gah! Every time I think I've nailed down this system somebody throws me another cool idea that I hadn't considered!
That has some very interesting implications. I'm going to have to think on this (I do so hate to think on a Friday too!).
If you'll allow me to extrapolate a little further...
Condition: Wounded. A Wounded character has suffered a lasting injury which impedes the character's ability to recover combat readiness. While suffering the Wounded condition, the character does not recover lost Hit Points normally after an Extended Rest. Also, the affected character's Healing Surges only provide Temporary Hit Points.
After an Extended Rest, a Wounded character may attempt an Endurance check to recover Hit Points equal to the character's normal Healing Surge value. If this check fails, the character still recovers half that amount. Additionally, a successful Healing check will also recover Hit Points equal to the character's normal Healing Surge. Thus, it is possible for the character to recover up to 2x Healing Surges worth of Hit Points after an Extended Rest. No actual Heal Surges are used to perform these checks.
The Wounded condition can only be removed once the character has fully recovered all normal Hit Points.
P.S. At this point, we can go on the create a series of rituals, Cure Minor Wounds (1x Surge), Cure Light Wounds (2x Surge), etc., which recover real HPs. Also, as noted, healing effects based off of something other than the affected character's own surges would heal HP normally. This gives the players tools to get rid of the condition quickly.
