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D&D 4E Keith Baker on using 4E disease rules to simulate injuries

I had seen a thread somewhere (can't remember where) - but in it someone suggested the idea of giving a player who just missed their character's last DEATH save a choice of taking a big wound (with negative effects) in lieu of dying... like a broken arm or something.

I was thinking of implementing that - and now I see this thread for using a disease track for injuries! Its like serendipity!

I could use this idea for how they heal back from such a wound. Neat.
 

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I think I like this in concept. The core mechanic is pretty solid, though I think wounds need a slightly modified track.

I think I will toy with implementing wounds as a condition received if a critical hit lands while in the bloodied state. This makes critical hits more frightening and meaningful as well as giving a more gritty feel to combat.

As to cure disease I wouldn't use it as is, but simply create a mirror ritual cure wound. This separates the effects, including resource management for acquiring the separate ritual.

For those interested we might want to work on a compiled rule base for this. It would make a good group project.
 

After reading this, I ran off and made myself a huge pile of them for use in my campaign. My intention is to make a massive damage system using them; when a PC takes more damage than their healing surge value, I'll pick a Wound, and have it roll an attack vs fort to see if they suffer it. They're not tied to any particular mechanic of accumulating them though, so feel free to use them however you like, with whatever manner of house rule suits you.

All the numbers are based on the errata'd disease rules.

Sample:

Concussion (Level 7 wound)
A head injury has caused you to suffer mild brain trauma.
Attack: +10 vs Fort, Endurance: Improve 18, Maintain 13.

Cured
/
Suffer dizziness, lack of motor coordination, and difficulty balancing. Reduce all defenses by 1. -2 penalty to acrobatics, athletics, stealth, know ledges, and initiative. Make an Endurance check to maintain whenever you take damage.
/
Initial Effect: Severe disorientation. Reduce all defenses by 2. Skill and init penalty -4.
/
Permanently dazed. Still -2 defense. Skill and init penalty -6. Must make a save or be knocked prone whenever hit by an attack.


For more, see the attached word doc; I have over a dozen more there.
Great ! This will go right in my "house rules" directory...

D&D4 need some gritty stuff...
 

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