Lonely Tylenol
First Post
Preamble
With 4th edition (and recent 3.5 books) moving toward a more per-encounter resource management system, I've been trying to envision what it would look like to have a system that allowed the characters to go adventuring for more than 15 minutes before they have to rest for 8 hours would look like. To this end, I've put together the following system that tries to rework hit points into a renewable resource. The desired effect of the system is to keep the meatshields in the party fresh for the next combat just as much as the warlock or the dragon shaman or the wizard with reserve feats is.
I envision a slowed system of damage attrition that allows the PCs to take a beating and then move onto the next combat ready for more action. I want it to deal with the problem that Mike Mearls describes where the first three of your four combats per day are extremely easy, while the fourth is murder. I expect that with this system, the PCs will face multiple encounters that are two or three ELs above the party level, will slowly be worn down, and will eventually have to rest to recover wounds.
The System
Notes
So long as the PCs can avoid taking wounds, they should be able to recover all their HP between combats, so long as they're not dashing between encounter areas without taking a breather after each fight. If they rush, they don't get back their HP, which turns into a tool the DM can use to play with pacing.
I have deliberately avoided providing a way for characters to regain wound points "in the field". I want it to be dangerous to continue to adventure once you've built up some wound points, and engender a sort of "limping back to town" aesthetic. Once you take more than one or two wounds, you start to become a liability. However, if you're only a little wounded, you can still soldier on with few penalties. I also like the idea that once you're hurt, you start to look and act like it, so you don't see a party of adventurers coming back into town with 2 HP each, but just as capable of action as if they were fresh. If you want the characters to be able to adventure longer (or indefinitely, with my spellcaster rules, below) just allow the cure spells to heal wounds immediately, without the resting period.
I also like the idea of the cure spells becoming more powerful at higher levels, which, under the current system, they do not. They actually become comparatively less powerful since they add 1 die of healing every two character levels, while characters advance 2 HD every two levels. In this system, cure light wounds heals one wound on a 1st level character or a 10th level character. Cure critical wounds cures four wounds. That means that higher-level characters are back in the saddle much faster than lower-level characters after taking crippling injuries. It also has the pleasant side-effect that the cleric can do something other than just heal all the time. If a PC can just hang on until the end of a combat, he'll probably get his HP back, so a cure spell used to restore HP during combat may be a waste, but may also prevent wounds that will require a trip back to town to fix up.
Given that the fighter-types will get more mileage out of this than, say, a wizard will, I expect that the standard spellcasters will run out of juice long before the bashers are ready to call it a day. To remedy this, I suggest a house rule I've used in the past to try to extend the adventuring day: Allow spellcasters to recover their bonus spells if they rest for 1 hour. If time is of the essence or there's a dread creature on your tail, this won't help, but if you can manage to find a relatively safe place in the dungeon for a breather and some iron rations, you can be useful again for an encounter or two. Of course, if you use the optional rules for cure spells I mention above, that means that the clerics will be able to take an hour and remove most, if not all, of the wounds from everyone, which will allow the party to theoretically adventure without stopping forever.
If you are like me, and don't like save-or-die effects, you can alter them to instead inflict wounds. I recommend that they reduce the target's HP to 0, and inflict a number of wounds equal to their level -4, so that a 9th level save-or-die effect will reduce a normal, unwounded character to 0 WP, at which point that character will be unconscious and dying. If already wounded, the spell would kill the character. Spells less than 5th level (e.g. Phantasmal Killer) would not reduce the target's HP, and inflict a single wound. If this reduces the target to 0 WP, it falls unconscious and is dying. If the spell would reduce the target's WP past 0, it instead reduces it to 0.
edit: For optional and supplementary rules, as well as some Q&A, check out my posts which follow.
With 4th edition (and recent 3.5 books) moving toward a more per-encounter resource management system, I've been trying to envision what it would look like to have a system that allowed the characters to go adventuring for more than 15 minutes before they have to rest for 8 hours would look like. To this end, I've put together the following system that tries to rework hit points into a renewable resource. The desired effect of the system is to keep the meatshields in the party fresh for the next combat just as much as the warlock or the dragon shaman or the wizard with reserve feats is.
I envision a slowed system of damage attrition that allows the PCs to take a beating and then move onto the next combat ready for more action. I want it to deal with the problem that Mike Mearls describes where the first three of your four combats per day are extremely easy, while the fourth is murder. I expect that with this system, the PCs will face multiple encounters that are two or three ELs above the party level, will slowly be worn down, and will eventually have to rest to recover wounds.
The System
- You have 5 wound points (WP) in addition to hit points.
- You may recover hit points at a rate equal to your Con bonus (minimum 1) X your level every minute of uninterrupted total rest.
- Your wound points are depleted in specific ways.
- On a successful critical hit, you lose a number of wound points equal to the weapon's critical multiplier -1, but you do not lose additional hit points.
- When your hit points are equal to 0, you lose 1 wound point.
- Your wound threshold is equal to three times your Con bonus (minimum 3).
- Once your HP are 0, you lose 1 wound point every time you take cumulative hit point damage equal to your wound threshold. For example, if your Con is 14, your wound threshold is 2, so you lose 1 WP at -6 HP, -9, HP, etc. If you take damage in excess of multiples of your wound threshold, you take the appropriate number of wounds. For example if you have a wound threshold of 2, and you have 3 HP left, if you take 13 HP of damage you lose 1 WP for having 0 HP, then 1 WP for having -6 HP, then 1 WP for having -9 HP, for a total of 3 WP.
- Once wounded, you suffer the following penalties:
Code:Wound points Effect 5+ No effect. 4 -1 to all attack rolls, saves, and checks. To cast a spell, you must make a concentration check with a DC equal to 15 + spell level. 3 -2 to all attack rolls, saves, and checks. To cast a spell you must make a concentration check with a DC equal to 15 + spell level. 2 -5 to all attack rolls, saves, and checks. To cast a spell you must make a concentration check with a DC equal to 15 + spell level. 1 -10 to all attack rolls, saves, and checks. Your movement is reduced to half. To cast a spell you must make a concentration check with a DC equal to 15 + spell level. 0 Unconscious. If you suffer an additonal wound, you will die. You are dying, and will die in a number of rounds equal to your constitution score unless you are stabilized. If you stabilize and subsequently become conscious without first being healed, you regain 1 wound point.
- Nonlethal damage is still tracked separately from lethal damage. Add lethal and nonlethal damage together to determine whether you lose wound points when you take damage. When you reach 0 wound points, you are not dying if the total of your nonlethal damage is greater than the total of your lethal damage. If this changes due to taking additional lethal damage, you are dying.
- You normally recover 1 WP per day of complete rest. A DC 25 heal check will increase this to 2 WP.
- Healing magic functions differently. In addition to their normal function, the cure X wounds spells can heal a number of wound points equal to their level. In order to use these spells in this manner, they must be cast on a character at the beginning of a rest period. After 8 hours of uninterrupted rest, the character regains the WPs provided by the spell. This is in addition to the WP gained due to a full day of complete rest, if applicable. The heal spell will restore all lost wound points when used in this manner. Any spell that restores hit points, including Cure minor wounds stabilizes any dying character, even if the character is dying as a result of wounds and still has hit points remaining. Heal restores all lost wound points. You may not increase your wound points beyond 4 unless you have hit points remaining.
- If you regain wound points through some means (such as becoming conscious after stabilizing), it does not also increase your hit points unless those means would also restore hit points normally.
- The Diehard feat gives you an additional wound point (normally increasing your total to 6). This can be taken multiple times.
Notes
So long as the PCs can avoid taking wounds, they should be able to recover all their HP between combats, so long as they're not dashing between encounter areas without taking a breather after each fight. If they rush, they don't get back their HP, which turns into a tool the DM can use to play with pacing.
I have deliberately avoided providing a way for characters to regain wound points "in the field". I want it to be dangerous to continue to adventure once you've built up some wound points, and engender a sort of "limping back to town" aesthetic. Once you take more than one or two wounds, you start to become a liability. However, if you're only a little wounded, you can still soldier on with few penalties. I also like the idea that once you're hurt, you start to look and act like it, so you don't see a party of adventurers coming back into town with 2 HP each, but just as capable of action as if they were fresh. If you want the characters to be able to adventure longer (or indefinitely, with my spellcaster rules, below) just allow the cure spells to heal wounds immediately, without the resting period.
I also like the idea of the cure spells becoming more powerful at higher levels, which, under the current system, they do not. They actually become comparatively less powerful since they add 1 die of healing every two character levels, while characters advance 2 HD every two levels. In this system, cure light wounds heals one wound on a 1st level character or a 10th level character. Cure critical wounds cures four wounds. That means that higher-level characters are back in the saddle much faster than lower-level characters after taking crippling injuries. It also has the pleasant side-effect that the cleric can do something other than just heal all the time. If a PC can just hang on until the end of a combat, he'll probably get his HP back, so a cure spell used to restore HP during combat may be a waste, but may also prevent wounds that will require a trip back to town to fix up.
Given that the fighter-types will get more mileage out of this than, say, a wizard will, I expect that the standard spellcasters will run out of juice long before the bashers are ready to call it a day. To remedy this, I suggest a house rule I've used in the past to try to extend the adventuring day: Allow spellcasters to recover their bonus spells if they rest for 1 hour. If time is of the essence or there's a dread creature on your tail, this won't help, but if you can manage to find a relatively safe place in the dungeon for a breather and some iron rations, you can be useful again for an encounter or two. Of course, if you use the optional rules for cure spells I mention above, that means that the clerics will be able to take an hour and remove most, if not all, of the wounds from everyone, which will allow the party to theoretically adventure without stopping forever.
If you are like me, and don't like save-or-die effects, you can alter them to instead inflict wounds. I recommend that they reduce the target's HP to 0, and inflict a number of wounds equal to their level -4, so that a 9th level save-or-die effect will reduce a normal, unwounded character to 0 WP, at which point that character will be unconscious and dying. If already wounded, the spell would kill the character. Spells less than 5th level (e.g. Phantasmal Killer) would not reduce the target's HP, and inflict a single wound. If this reduces the target to 0 WP, it falls unconscious and is dying. If the spell would reduce the target's WP past 0, it instead reduces it to 0.
edit: For optional and supplementary rules, as well as some Q&A, check out my posts which follow.
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