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.
[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.


