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My group wants long-term wounds
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5111746" data-attributes="member: 710"><p>There have been some injury/wound discussions in the past. I think your system isn't too bad, though it is still... basic. Or... boring? I think it would work out and cause no major issues, though don't be surprised if you won't see much of its effect in gameplay. Most people will never fail more than one death save, except at low levels. A party member will certainly offer some healing or Heal check to "fix" things. And once a character is down a few steps, the party will simply wait.</p><p></p><p>The desire for lasting/lingering wounds is something typically born out for realism/verisimilitude, sometimes to highlight grittiness. The question is - how to make it something exciting, so that it also appeals to the gamer? </p><p></p><p>I think too many people focus on the negative aspect of injures. That's realistic and all that. But does it lead to interesting decisions? Only in rare cases, like: "Sorry, we don't have 4 days to get you up to full health, you have to fight 4 healing surges less". But the mechanic on its own doesn't offer much decision-making. </p><p></p><p>In another thread I sketched out a risk/reward scheme - there the starting point was to assume that you could - on your own decision - choose to take a wound, which gave some benefits. The idea I head was to give minor penalties (like -2 to damage and some skill checks) for different types of wounds. Gaining a wound gave you an action point, and you can spend 1+wounds action points per encounter. Milestones allow you to turn a healing surge into an extra action point. Wounds heal slowly (the first healing step means the penalties only apply while bloodied), and when you "heal them out",you can choose to take a scar, which gave you some extra benefits when you chose to apply a wound to an existing scar. (And opened up a few feat options once you got your first scar.)</p><p></p><p>Your starting point is different and you bring up a neat example - the throat-slitting example. (Personally, I would carefully work to narrate the scenario in a way that the aassassin couldn't perform his "throat-slit" - the hit point buffer represents your ability to avoid such a deadly wound. Or just have the PC wake up dead. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p>Maybe a similar approach could be applied here, too. Once you are wounded, you get an extra action point, and can turn in healing surges into action points. There is a risk - the fewer healing surge and hit points you have will kill you - but there is reward - you get to kill your enemies faster. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5111746, member: 710"] There have been some injury/wound discussions in the past. I think your system isn't too bad, though it is still... basic. Or... boring? I think it would work out and cause no major issues, though don't be surprised if you won't see much of its effect in gameplay. Most people will never fail more than one death save, except at low levels. A party member will certainly offer some healing or Heal check to "fix" things. And once a character is down a few steps, the party will simply wait. The desire for lasting/lingering wounds is something typically born out for realism/verisimilitude, sometimes to highlight grittiness. The question is - how to make it something exciting, so that it also appeals to the gamer? I think too many people focus on the negative aspect of injures. That's realistic and all that. But does it lead to interesting decisions? Only in rare cases, like: "Sorry, we don't have 4 days to get you up to full health, you have to fight 4 healing surges less". But the mechanic on its own doesn't offer much decision-making. In another thread I sketched out a risk/reward scheme - there the starting point was to assume that you could - on your own decision - choose to take a wound, which gave some benefits. The idea I head was to give minor penalties (like -2 to damage and some skill checks) for different types of wounds. Gaining a wound gave you an action point, and you can spend 1+wounds action points per encounter. Milestones allow you to turn a healing surge into an extra action point. Wounds heal slowly (the first healing step means the penalties only apply while bloodied), and when you "heal them out",you can choose to take a scar, which gave you some extra benefits when you chose to apply a wound to an existing scar. (And opened up a few feat options once you got your first scar.) Your starting point is different and you bring up a neat example - the throat-slitting example. (Personally, I would carefully work to narrate the scenario in a way that the aassassin couldn't perform his "throat-slit" - the hit point buffer represents your ability to avoid such a deadly wound. Or just have the PC wake up dead. :) ) Maybe a similar approach could be applied here, too. Once you are wounded, you get an extra action point, and can turn in healing surges into action points. There is a risk - the fewer healing surge and hit points you have will kill you - but there is reward - you get to kill your enemies faster. :) [/QUOTE]
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