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I don't get the dislike of healing surges
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<blockquote data-quote="Dausuul" data-source="post: 5699247" data-attributes="member: 58197"><p>Here's an alternative solution for my fellow anti-surgers. It's not quite as pretty as the wound/vit solution, but much easier to implement within 4E as it stands. What do you think?</p><p></p><p>This would use the existing 4E rules, but being reduced to zero or less hit points incurs a "wound penalty." Let's say this is a 1d6 roll. If the result is 4 or less, you don't have to make death saves and are automatically stable. If it's 5 or more, you're making saves per normal.</p><p></p><p>Your wound penalty is applied as a negative to all of your attacks, ability checks, and skill checks. After each extended rest, you get a saving throw to reduce the penalty by 1 (DC 20 Heal check lets you roll twice and take the best result). Wound penalties are cumulative, so if you go down repeatedly, you'll accumulate a bigger penalty and are more likely to be making death saves. Regular healing magic cannot eliminate wound penalties, but they can be removed by a clerical ritual or certain potions.</p><p></p><p>The idea is to build on the concept "You're taking cuts and scrapes until you get to zero, and then you've taken a serious hit." This would resolve the Schrodinger issue and provide a way to have lasting, serious injuries. It would introduce injury penalties without creating a death spiral in any given combat. Finally, as a bonus, it would put a stop to the "jack-in-the-box" maneuver, where the party healer deliberately waits to heal the fighter until the fighter goes negative (thus maximizing the benefit of healing, since heal effects count up from zero).</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5699247, member: 58197"] Here's an alternative solution for my fellow anti-surgers. It's not quite as pretty as the wound/vit solution, but much easier to implement within 4E as it stands. What do you think? This would use the existing 4E rules, but being reduced to zero or less hit points incurs a "wound penalty." Let's say this is a 1d6 roll. If the result is 4 or less, you don't have to make death saves and are automatically stable. If it's 5 or more, you're making saves per normal. Your wound penalty is applied as a negative to all of your attacks, ability checks, and skill checks. After each extended rest, you get a saving throw to reduce the penalty by 1 (DC 20 Heal check lets you roll twice and take the best result). Wound penalties are cumulative, so if you go down repeatedly, you'll accumulate a bigger penalty and are more likely to be making death saves. Regular healing magic cannot eliminate wound penalties, but they can be removed by a clerical ritual or certain potions. The idea is to build on the concept "You're taking cuts and scrapes until you get to zero, and then you've taken a serious hit." This would resolve the Schrodinger issue and provide a way to have lasting, serious injuries. It would introduce injury penalties without creating a death spiral in any given combat. Finally, as a bonus, it would put a stop to the "jack-in-the-box" maneuver, where the party healer deliberately waits to heal the fighter until the fighter goes negative (thus maximizing the benefit of healing, since heal effects count up from zero). [/QUOTE]
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I don't get the dislike of healing surges
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