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D&D 4E Making 4e a bit more dangerous

Blackbrrd

Adventurer
I pondered a houserule, especially for 4e where going below 0hp isn't very scary since you heal up from 0 hp. Which is a good rule in my opinion, it's really stupid when you heal up somebody and they just go down immidiatly because the 30hp you healed only brought them up to 2 hp.

What I want is a rule that makes going down a worse thing than it is already, and not something you shrug off right after taking a rest. My idea is that when you go down, you reduce your max hp with an amount equal to your max negative hp. This lasts until you have taken an extended rest. It's not supposed to change your healing surge value or anything else, it just makes your character a bit more fragile.

Example: your character has 80hp, gets beaten down to -10 hp, and then to -15hp before getting healed. Your new max is 80-15 = 65 until you take a long rest. If you go into another combat and gets down to -7 hp, your max is still 65.

What I think this can accomplish is to make players heal earlier and to feel that a fight was more nasty if they have some after effects after taking a short rest. The effect shouldn't be too bad though, it only makes your character a bit more frail.

EDIT: I should probably have talked a bit more on the premises of this house rule. My current campaign is being played in such a way that you can often have, on average, less than one fighting encounter per day. This makes healing surge attrition basically useless. What the characters don't necessarily have time for is a long rest if a good conditions (like an in, or somewhere where you are taken care of).

I don't have a hard time making the actual fights dangerous, I adjust the damage the mobs do so it stays at the same level relative to character hp as it is at level 1. I also adjust the to-hit/defenses of mobs so the mobs usually hits on around 10-13 and the characters hits on a 6-9 on a d20. This is mostly done to avoid the mobs having too high defenses. As a player you often only roll one to-hit in a round, and missing multiple times in a row gets really boring and feels "grindy".

What I see from a lot of posts is to put more focus on the healing surges, which is something I don't really like. As a player, if I end up at <= 2 healing surges, I would always try to get an extended rest, mostly because in combat, if you end up at 0 healing surges you are basically out of options.

That's the reason I would rather introduce a new temporary HP cap is that in a fight you still have lots of tactical options when it comes to using/triggering healing surges and I find fights with daily powers to be tactically more interesting. At the same time you character is more frail if you aren't careful about keeping him above 0 hp the whole time. In other words, it introduces a second goal to a fight on top of winning it - keep your character above 0 hp. This also means that the players hopefully are more inclined to wrap up fights in other ways than just killing all the opponents. Maybe some diplomacy or just pulling back makes more sense.
 
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I can't help thinking that limiting hit points will tend to lead to turtling and a drive for an extended rest. If you're OK with that, fine, but I think I would go for an alternative penalty, such as:

- Going to 0 hp (or each failed death save?) costs one AP, either now or the next you get

- Going to 0 hp (or each failed death save?) costs a daily power, maybe as an alternative to the above, or

- Each failed death save gives you a "curse token"; at any point the DM may re-roll a monster attack or skill against you in return for relieving you of one "curse token". If you have no curse tokens, obviously the DM can't use this ability.
 

Any penalty that can go away with a long rest will drive the players towards a long rest.

Some interesting suggestions. The reasoning of reducing max hp is that the character is just as powerful, but looses some durability. Losing a daily power is really boring, so is losing an action point.

On the other hand, I really liked the "curse" token idea. Maybe calling them fatigue tokens is better? The logical way of getting rid of them would be to get some proper rest in a safe environement, like a nice feather bead at Elrond or Beorn (and not just a long rest). They could also be used as a result of failing a skill challenge of endurance (for instance when you travel through a large desert).
 

13th Age, which shares a lot of similarities with 4e, has an optional Lasting Wound rule that works similarly to what you are describing:

Each lasting-wound you have reduces your maximum hit points by an amount equal to 2 + your level. Lasting-wounds are cumulative until you get a full heal-up (but you normally don’t take more than one lasting-wound each battle for dropping to 0 hp or below). You still won’t count as staggered [bloodied] unless your current hit point total is half or less of your maximum hit points. A full heal-up removes all lasting-wounds.
 

- Each failed death save gives you a "curse token"; at any point the DM may re-roll a monster attack or skill against you in return for relieving you of one "curse token". If you have no curse tokens, obviously the DM can't use this ability.

This is a really cool idea.
 

Reducing max HP by the amount you went below 0 seems a little harsh.
How about by 5/10/20 each time you go below 0? If people make a habit of it (or are unlucky), that can stack, without being crippling. Also, they are at -2 to all d20 rolls until they reach their next milestone.
 

My current campaign that I'm running uses more dangerous death rules along what you put forth, connected alongside sanity body corruption rules (its a Far Realm campaign.)

Each PC has four wound levels-- Healthy (full HP), Bruised (3/4th HP), Bloodied (1/2 HP), and Injured (1/4th HP). When a PC drops to 0 or fewer hit points, their wound level drops by one. That becomes the maximum amount of HP they can heal themselves to follow the fight by spending healing surges. So for example, if a PC with 80 HP drops below 0 during a fight, their wound level drops to Bruised, and they can only regain hit points back up to 60 HP.

For every failed Death saving throw, their wound level drops as well... so the first failed save would drop that PC from Bruised to Bloodied (meaning they max he could heal himself after the fight is half his total hit point, IE 40), the second failed save drops him to Injured, and the third failed Death save means the PC is dead (both because of the standard 4E "three strikes and you're out" rule, as well as your wound level dropping from 1/4 HP to dead.)

Wound levels are different than HP, in that you don't regain a wound level following a short rest. You can regain one wound level after a long rest, but only one. If you are down two or three wound levels, the second one usually requires several days of bedrest before coming back, the third level (if you were Injured) usually takes one to two weeks. (For my particular campaign, I also have Corruption rules, wherein each time you recover a wound level, you have to roll to see if you suffer any body corruption-- which over time might result in weird Cthulu-like appendages appearing, sucking wounds developing teeth, all kinds of body horror.)

What this has resulted in is our entire party taking a more equitable view of pain distribution. Front-line people pulling back out of melee when they really get hurt prior to falling unconscious (so to avoid dropping wound levels), and our ranged and squishy players sometimes moving up to "take the hit" for a couple rounds to help distribute the damage. In my campaign prior to this... my melee combatants were yo-yoing up and down in consciousness so many times while our spellcasters basically hid in the backline never engaging, that it was really annoying and I wanted to force everyone to sometimes have to step up or step back. Adding the possibility of body corruption every time you fell unconscious certainly aided in that as well.
 

Is your issue the narrative believability of the so-called ping-pong healing? Or is it that 4e PCs are far hardier (supposedly) than characters in older editions? Or is it that your play style demands more grey area between "ready to fight" and "dead"?

While house ruling is always an option, the only one of these questions I consider it necessary for is the last one. The first two can be resolved thru adjusting narrative interpretation of what getting dropped to 0 HP means and adjusting encounter design, respectively.
 

Is your issue the narrative believability of the so-called ping-pong healing? Or is it that 4e PCs are far hardier (supposedly) than characters in older editions? Or is it that your play style demands more grey area between "ready to fight" and "dead"?

While house ruling is always an option, the only one of these questions I consider it necessary for is the last one. The first two can be resolved thru adjusting narrative interpretation of what getting dropped to 0 HP means and adjusting encounter design, respectively.

It's partially the ping-pong healing, and partially because I want that grey area. What's your suggestion for "adjusting narrative interpretation"? An example of what you are thinking of regarding the ping-pong healing would be interesting.

What do you mean about "adjusting encounter design" in regards to creating that grey area?

In short, tell me more about what you mean here, I don't get it. :confused:
 

It's partially the ping-pong healing, and partially because I want that grey area. What's your suggestion for "adjusting narrative interpretation"? An example of what you are thinking of regarding the ping-pong healing would be interesting.

What do you mean about "adjusting encounter design" in regards to creating that grey area?

In short, tell me more about what you mean here, I don't get it. :confused:

Sure! First let me say that for getting grey area into wounds, you're on the right track; I think stealing from the Dragon Age games where you accrue injuries when you drop to 0 (or maybe when you make or fail death saves) is the way to go. The question is, just what do those injuries look like mechanically?

So, what I meant by "adjusting narrative" is that when a PC drops to 0 HP, treat them as being stunned and knocked prone and about to pass out for a round, rather than the DM default of "you're bleeding out." This simple change reduces the sense of the "revolving door of death" because when the PC is healed now, they can stagger to their feet heroically and fight on. It also asked sense if you have a bard or warlord or other "shouting healer", so the 0 HP PC can still hear their friend calling them back to the fight, Does that make sense?

When I said "adjusting encounter design" I was more thinking the overall lethality can really be upped in 4e compared to the complaints that 4e PCs never die. However, if you don't need convincing that it is very possible to kill 4e PCs with hard (but fair) encounters... I suppose that you could use or create monsters that impose lingering effects on the PCs. Wights that drain healing surges, lycanthropes that inflict disease, that sort of thing. I have really run with this idea in my current campaign, thou it requires lots of homebrewing.
 

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