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Reforms so you don't need healing surges
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<blockquote data-quote="TwinBahamut" data-source="post: 5797600" data-attributes="member: 32536"><p>Well, some iteration of a Wound Point or Life Point system can work for this, though in their own way those don't really work any different than hit points, so it becomes hard for them to reflect actual injury in a better way than hit points do.</p><p></p><p>I suppose my preferred method would be for characters to suffer "injuries" upon being reduced to zero hit points (or taking damage while at 0 HP?), with these injuries functioning possibly similarly to things like diseases or poisons in that they last for long periods of time, inhibit the character in some way, and can grow or lessen in severity. Accumulating too many injuries, or maybe aggravating an injury too far, would be lethal for a character. Not perfect, and probably too mechanically inelegant, but could possibly be refined.</p><p></p><p>One person in this thread mentioned that such a system would lead to problems because spells like Heal and Regeneration are too high level, but I don't think that is really a problem. If such injuries are integrated into normal play, then it would be more appropriate for spells like Cure Light Wounds to address them. Things like healing potions, clerical healing magic, or healing rituals would be saved for severe injuries, while hit point damage can be treated through healing surges, second winds, and a warlord's or bard's inspirational words.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5797600, member: 32536"] Well, some iteration of a Wound Point or Life Point system can work for this, though in their own way those don't really work any different than hit points, so it becomes hard for them to reflect actual injury in a better way than hit points do. I suppose my preferred method would be for characters to suffer "injuries" upon being reduced to zero hit points (or taking damage while at 0 HP?), with these injuries functioning possibly similarly to things like diseases or poisons in that they last for long periods of time, inhibit the character in some way, and can grow or lessen in severity. Accumulating too many injuries, or maybe aggravating an injury too far, would be lethal for a character. Not perfect, and probably too mechanically inelegant, but could possibly be refined. One person in this thread mentioned that such a system would lead to problems because spells like Heal and Regeneration are too high level, but I don't think that is really a problem. If such injuries are integrated into normal play, then it would be more appropriate for spells like Cure Light Wounds to address them. Things like healing potions, clerical healing magic, or healing rituals would be saved for severe injuries, while hit point damage can be treated through healing surges, second winds, and a warlord's or bard's inspirational words. [/QUOTE]
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Reforms so you don't need healing surges
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