Doctor Futurity
Hero
Actually, I think the effect of a throat-slitting could be handled in the RAW by treating it somewhat like a disease or poison, maybe. An example:
Slit Throat
(Conditional to an attack that targets the location in question and is successful, perhaps delivering enough damage to bloody the target)
Attack: situation dependent (see above), but must be initiated with a slashing/piercing weapon.
Endurance: Improve DC 15+1/2 attacker's level; Maintain DC 13+1/2 attacker's level; Worsen SC 10+1/2 attacker's level (maybe 2/3 level for all these if the attacker is an assassin class?)
Initial Effect: The target loses three healing surges and can not speak with more than a harsh whisper. Target takes 5+1/2 attacker's level ongoing bleeding damage (save ends).
Worsens: target is unable to speak and loses all healing surges; can't regain surges until it improves.
Final State: the target dies from infection.
Improves past Initial Effect: target recovers all healing surges and can speak again.
In fact, it just occured to me that the disease track can be used to pretty much simulate any lethal wound you want:
Lethal Blow
Attack: variable; attack reduces target to 0 hit points and target fails its first mortality check (this could vary)
Endurance Check: Improve DC 15+1/2 attacker's level; Maintain DC 13+1/2 attacker's level; Worsen SC 10+1/2 attacker's level (alternatively, DC could be based on Page 42 if the DM doesn't want to keep track of attacker levels here)
Initial Effect: target is badly injured; grants combat advantage, and is prone. Target will go prone if it moves more than 3 squares per turn (at the end of the move). Target loses all healing surges.
Improves: target regains all healing surges after it's next extended rest.
Worsens: Target loses all healing surges and suffers from fevers and delerium; target is now semi-conscious, treated as stunned until improving or worsening.
Final Effect: target dies due to severe injuries.
Anyway, it's an interesting (and easy) idea to implement. I make the threshold failure of the first mortality check after 0 HP so a character who "hangs on there" can possibly get regular healing and treatment....but it would make for some gritty crippling wounds, I imagine. It might be a bit unfair to those characters who are not trained in Endurance, though....so much for them!
Slit Throat
(Conditional to an attack that targets the location in question and is successful, perhaps delivering enough damage to bloody the target)
Attack: situation dependent (see above), but must be initiated with a slashing/piercing weapon.
Endurance: Improve DC 15+1/2 attacker's level; Maintain DC 13+1/2 attacker's level; Worsen SC 10+1/2 attacker's level (maybe 2/3 level for all these if the attacker is an assassin class?)
Initial Effect: The target loses three healing surges and can not speak with more than a harsh whisper. Target takes 5+1/2 attacker's level ongoing bleeding damage (save ends).
Worsens: target is unable to speak and loses all healing surges; can't regain surges until it improves.
Final State: the target dies from infection.
Improves past Initial Effect: target recovers all healing surges and can speak again.
In fact, it just occured to me that the disease track can be used to pretty much simulate any lethal wound you want:
Lethal Blow
Attack: variable; attack reduces target to 0 hit points and target fails its first mortality check (this could vary)
Endurance Check: Improve DC 15+1/2 attacker's level; Maintain DC 13+1/2 attacker's level; Worsen SC 10+1/2 attacker's level (alternatively, DC could be based on Page 42 if the DM doesn't want to keep track of attacker levels here)
Initial Effect: target is badly injured; grants combat advantage, and is prone. Target will go prone if it moves more than 3 squares per turn (at the end of the move). Target loses all healing surges.
Improves: target regains all healing surges after it's next extended rest.
Worsens: Target loses all healing surges and suffers from fevers and delerium; target is now semi-conscious, treated as stunned until improving or worsening.
Final Effect: target dies due to severe injuries.
Anyway, it's an interesting (and easy) idea to implement. I make the threshold failure of the first mortality check after 0 HP so a character who "hangs on there" can possibly get regular healing and treatment....but it would make for some gritty crippling wounds, I imagine. It might be a bit unfair to those characters who are not trained in Endurance, though....so much for them!