Really Really Bloodied ?

Phasics

First Post
Is their a Condition past Bloodied ?

[please note rule set examples in this post are used for my explanations and are not rules I want to see used in 4e]

It always bugged me that a 1HP Fighter can still do their full attack and damage the same as a 100HP Fighter can, which lead to a "focused fire" mindset, where the best way to deal with an encounter was to quickly take down individual critter one at a time so that the enemy had a decreased damage per round potential. (minus one off hitting spell casters to limited their castings, if you couldn't bring everyone to bear on them.)

Now I saw bloodied and thought this is good hurt players are at a disadvantage, but looking at the odd power here and there it seems being bloodied can acutally be a good thing, and a very good thing in some cases. In Short Bloodied seems to increase your Pro/Con scale. simplest example Pro: you can now do more damage with certain attacks but Con: can now take more damage from certain attacks. Thus we might see healers trying to keep players just below half HP for the benefits associated with it.

I was kind of looking for a condition of hurt where its alot more disadvantage than advantage, I don't really like the idea of ok your fighting at or near your peak and now your dead, dying or unconscious. I was hoping for a condition where your so hurt your limited in what you can do and most likely your spend your limited actions retreating or trying to heal.

As a very crude example
VERY Bloodied
Character falls Below 1/4th HP
Character can only perform 1 move action OR 1 standard action per round

VERY VERY Bloodied
Character falls below 1/10th HP
Character can only perform 1 move action at half base speed OR 1 standard action which does not complete until their next turn and also uses their next turns very very bloodied standard action.

I say crude because my examples are very flawed and messy but do illustrate what I'm getting at.

So is there a condition past Bloodied that is much more disadvantage than advantage that you could leave an opponent in and know they wont keep causing you as nearly as much trouble allowing you to focus your attention elsewhere, and come back to them later.
 

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There is no currently no "extra" bloodied mechanic as far as we can tell. Looking at what we've seen so far I don't think its needed. For example, many creatures we've seen do an extra 5 damage to bloodied creature. For many of them, that 33%-50% more damage!!

However, if you want another condition, I think its easy to add in.
 

I think it'd be easy enough to add in a house-rule for Bloodied. (-2 to attack rolls, maybe?)

"Very Bloodied" might be getting a bit too convoluted, and "Very Very Blooded" would definitely be doing so, IMHO.
 

You might want to lok at importing the condition track from SWSE and converting it to percentage of remaining health.
 

realism =/= fun

plus...as I posted in another thread (one as it turns out it was off topic for...my bad for misreading the post):

"HP loss does not equal physical damage" This has always been the case in D&D, with each edition doing its own version of hand waving about it. Finally in 4e we have the system actually supporting the hand waving.

And since HP loss does not equal physical damage (see above), healing completely after 6 hours is not some amazing miracle: it is the benefit of resting a tired body and mind.

You might ask, "What about 'bloodied?' Isn't that proof that HP loss IS equal to physical damage?"

Actually it is proof of the opposite. If all HP loss was physical damage, having a bloodied condition would make no sense because any HP loss would cause you to be blooded. Instead, this shows that by the time you are at about 50% HP, you've dodged and parried enough that you are tired and have probably gotten a bloody nose or cut on your arm or other minor (but obvious) injury. This injury spurs on some blood thirsty creatures (like tieflings) but has little effect beyond that.

So, again, HP loss is not equal to physical damage and so non-magical healing surges and the restorative benefits of a night's rest make perfect sense.

Things like lava (which is insta-death now) fit it with this...as does falling (it is either going to effectively kill you (drop you into the negatives) or you heroically roll with it) bear up well with this explanation.

Since the more tired the fighter gets, the more desperate he likely becomes, adrenaline (or similar) becomes a valid factor and the lack of penalties is still believable for me.

That said, YMMV. Some people like the added realism (and downward spiral) that condition tracks provide, as each successive hit reduces your efficacy and increases your chance of taking another hit.

I don't. Thus, realism =/= fun.

DC
 

Phasics said:
So is there a condition past Bloodied that is much more disadvantage than advantage that you could leave an opponent in and know they wont keep causing you as nearly as much trouble allowing you to focus your attention elsewhere, and come back to them later.

Well, yes. It's called "Death."

That aside, I have to admit that I tend to dislike death spiral mechanics -- it tends to screw the players over in the long run.
 

If you want steadily decreasing stats as you take damage, I would suggest you give Warlord a try. Its a really fun fantasy skirmish game that features declining stats.

It would be kinda hard on the PCs if you tried to use it in a roleplaying game though. . . tends to be pretty deadly! :)
 

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