smathis said:
One of the first (if not the first) topics covered in the 1e DMG is Disease. Something that can be caught at random or as the result of a combat (with Giant Rats of all things) that could take days, weeks or months to heal. And, IIRC, sometimes the damage one takes from certain diseases can be permanent.
Besides that, all sorts of monsters throughout D&D's history inflicted (sometimes permanent) ability score drain and level drain. Some of that stuff wouldn't heal back without a Wish spell or some other crazily high-powered spell.
The fact is that D&D has always had some sort of core model way of handling long-term, even debilitating, injuries to a PC as the result of combat.
That is an excellent point. I should have said (since this is relevant to the "new for 4e"! discourse) that (A)D&D has not had a core model way of handling long-term/debilitating injuries
that is related to the hit point mechanic.
(Incidentally, I'm not entirely sure that 4e will eliminate long-term conditions like disease, et cetera entirely. [I never liked level drain, so good riddance.] If in fact rules for such things are not in core, I will introduce them.)
But, and this is my opinion, it's never had a good way of doing it.
Word.
"Persistent conditions" are a perfectly decent means of modeling long-term injury, IMO. Relating them to the hit point mechanic is not really how I would want to go (or how I would have wanted to go in an earlier edition; after all, the only "persistent condition" related to hp damage in earlier editions is *dead* per 3e's massive damage rules), but I can see why that might make sense.
"Injury candy" is definitely my favorite thus far. Were I interested in bringing the mechanic into the game in a "grittier" fashion, I'd probably just use the following:
Any time you are bloodied in combat, regardless of whether you later recover, roll a Fortitude save (DC 15). If you fail, you suffer a
long-term injury. If you roll a 1, you suffer a
debilitating injury.
A long-term injury imposes a -2 penalty to all attacks, defenses, checks, and saves until you recover. At the end of each week, make another Fortitude save. You receive a +5 bonus on the save if you are receiving long-term care, and you suffer a -5 penalty on the save if you engage in strenuous activity over the same time period. If you succeed in the save, you are healed. If you fail the save, you must wait another week. If you roll a 1, you must wait a month before being allowed to roll a save again.
A long-term injury may be removed at any time via the use of healing magic or a successful Treat Injury check (DC 25, -5 per week following injury).
A debilitating injury is identical to a long-term injury, except that it imposes a -5 penalty to all attacks, defenses, checks, and saves, and you must wait one month between rolling saves to recover. (Rolling a 1 on a save to recover extends this time to years.)
A debilitating injury may be removed by the application of healing magic or a successful Treat Injury check (DC 30, -5 per month following injury).
If you adventure while under the effects of a long-term injury, you receive double the action points for achieving a milestone. If you adventure while under the effects of a debilitating injury, you receive 2 free action points plus double the action points for achieving a milestone.
My only problem with this rule (or with the injury candy rule) is that it's not likely to come up much. Anyone with a long-term injury is going to seek out a healer ASAP to get it fixed, healing surges or no. Really, the only time you're going to use this is if you don't have a cleric around, which goes a bit too far in the direction of making a cleric (or paladin) needed again.