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<blockquote data-quote="ravenheart" data-source="post: 4607965" data-attributes="member: 72088"><p>Love your ideas Rel; in fact, I've shamelessly stolen most of them for my campaign!</p><p></p><p>Also, I've been toying with the idea of a wound/injury system based on the disease track. Call me weird, but I kind of like the disease track. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>Anyway, what I was thinking was something along the lines of this:</p><p></p><p><strong><u>Critical Wound</u></strong></p><p><strong></strong><em>A particularly devastating attack seems to have ruptured something.</em></p><p></p><p><strong>Attack:</strong> Special; if a creature suffers critical damage, roll a saving throw after the encounter. Add a cumulative -2 penalty to the saving throw for each critical attack suffered during the encounter. Failure results in a Critical Wound.</p><p><strong>Endurance</strong> improve DC 12+level of the attacker, maintain DC 9+level, worsen DC 8+level or lower. </p><p></p><p><strong>Special:</strong> If the target suffers additional critical attacks while suffering from Critical Wounds, the target must make a saving throw after each encounter as with the initial attack, or immediately worsen.</p><p></p><p><strong>Track:</strong></p><p>Cured</p><p>Initial: The target loses a healing surge that cannot be regained until cured.</p><p>Secondary: The target loses all current action points and cannot gain action points from milestones.</p><p>Final Stage: The target is slowed. The target gains <strong>Lethal Injury.</strong></p><p></p><p><u><strong>Lethal Injury</strong></u></p><p><em>The pain is unbearable, and you are bleeding internally.</em></p><p></p><p><strong>Attack:</strong> Special; if a creature falls below 0 hitpoints due to critical damage or suffers the final stage of Critical Wounds, make a saving throw after the encounter. Add a cumulative -2 penalty to the saving throw for each failed death saving throw. Failure results in a Lethal Injury.</p><p><strong>Endurance</strong> improve DC 14+level of the attacker, maintain DC 11+level, worsen DC 10+level or lower.</p><p></p><p><strong>Special:</strong> Whenever the target fails a death saving throw while suffering from Lethal Injury, the target must make a saving throw after each encounter as with the initial attack, or immediately worsen.</p><p></p><p><strong>Track:</strong></p><p>Cured</p><p>Initial: Before the target attempts to use a daily power, it must spend a healing surge. If the target has no surges remaining, it takes damage equal to it's healing surge value.</p><p>Secondary: As with the initial effect, but using a daily power requires 2 healing surges, and using an encounter requires 1 healing surge.</p><p>Final Stage: The target dies.</p><p></p><p>------------------------</p><p></p><p>So, any thoughts? TPK? Too clumsy, perhaps? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p><strong>EDIT:</strong> Realised that I'd forgotten to add any mechanism to reverse this condition other than making skill-checks (such as a ritual). Feel free to come up with something! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="ravenheart, post: 4607965, member: 72088"] Love your ideas Rel; in fact, I've shamelessly stolen most of them for my campaign! Also, I've been toying with the idea of a wound/injury system based on the disease track. Call me weird, but I kind of like the disease track. :p Anyway, what I was thinking was something along the lines of this: [B][U]Critical Wound[/U] [/B][I]A particularly devastating attack seems to have ruptured something.[/I] [B]Attack:[/B] Special; if a creature suffers critical damage, roll a saving throw after the encounter. Add a cumulative -2 penalty to the saving throw for each critical attack suffered during the encounter. Failure results in a Critical Wound. [B]Endurance[/B] improve DC 12+level of the attacker, maintain DC 9+level, worsen DC 8+level or lower. [B]Special:[/B] If the target suffers additional critical attacks while suffering from Critical Wounds, the target must make a saving throw after each encounter as with the initial attack, or immediately worsen. [B]Track:[/B] Cured Initial: The target loses a healing surge that cannot be regained until cured. Secondary: The target loses all current action points and cannot gain action points from milestones. Final Stage: The target is slowed. The target gains [B]Lethal Injury.[/B] [U][B]Lethal Injury[/B][/U] [I]The pain is unbearable, and you are bleeding internally.[/I] [B]Attack:[/B] Special; if a creature falls below 0 hitpoints due to critical damage or suffers the final stage of Critical Wounds, make a saving throw after the encounter. Add a cumulative -2 penalty to the saving throw for each failed death saving throw. Failure results in a Lethal Injury. [B]Endurance[/B] improve DC 14+level of the attacker, maintain DC 11+level, worsen DC 10+level or lower. [B]Special:[/B] Whenever the target fails a death saving throw while suffering from Lethal Injury, the target must make a saving throw after each encounter as with the initial attack, or immediately worsen. [B]Track:[/B] Cured Initial: Before the target attempts to use a daily power, it must spend a healing surge. If the target has no surges remaining, it takes damage equal to it's healing surge value. Secondary: As with the initial effect, but using a daily power requires 2 healing surges, and using an encounter requires 1 healing surge. Final Stage: The target dies. ------------------------ So, any thoughts? TPK? Too clumsy, perhaps? :p [B]EDIT:[/B] Realised that I'd forgotten to add any mechanism to reverse this condition other than making skill-checks (such as a ritual). Feel free to come up with something! :P [/QUOTE]
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