ravenheart
Explorer
Here's something I worked up recently. The Moderate Rest shamelessly stolen from 77IM (can't find the thread for the life of me, though!), and the wound system has it's roots in this thread by Rel.
EDIT: Couldn't make the table fit very well, so I attached it instead.
Thought I'd share. What do you think?MODERATE REST
✦ Just like Short Rest: A moderate rest works just like a short rest in all respects, except as described here.
✦ Duration: A moderate rest lasts one hour.
✦ Regain Healing Surges: After a moderate rest, you regain all spent healing surges. (You can then spend healing surges if you want, since a moderate rest works just like a short rest.)
✦ Renew Daily Power: After a moderate rest, you can renew one spent daily power. You select which daily power at the end of the moderate rest. (You also renew all your encounter powers, since a moderate rest works just like a short rest.)
✦ Requires Adequate Sleep: Similar to an extended rest, you must have slept for at least 6 of the last 24 hours in order to gain any benefit from a moderate rest.
✦ Once per Milestone: You can only take one moderate rest per milestone reached. If you haven’t reached a milestone since your last extended rest, you can’t take a moderate rest.
HEALING SURGES
✦ Unyielding Morale: Whenever you would be hit by a critical hit, you can turn it into a normal hit by spending a healing surge.
✦ To the End: You can avoid making a death saving throw by spending a healing surge. Your condition does not change.
✦ Decisive Recovery: If you have spent all of your healing surges, you can regain a healing surge per tier by expending a daily attack power, as a standard action. See the table below.
✦ Act of Desperation: To use a daily attack power you must have a required amount of spent healing surges per tier of the power. See the table below.
WOUNDS
✦ Critical Wounds: Whenever you are hit by a critical hit, you gain a Critical Wound. Your hit point maximum is reduced by half your healing surge value or 1/8 of your hit point total, whichever is less. Any healing that would heal you beyond this value but less than your original hit point maximum is treated as temporary hit points. If you accumulate another Critical Wounds, you suffer a Lethal Injury. If your temporary hit point maximum reaches your Bloodied value, you are Crippled. You can have up to four Critical Wounds simultaneously.
✦ Lethal Injury: Whenever you fail one or more death saving throws, you suffer a Lethal Injury. Your healing surges heal value is halved. If you gain another Lethal Injury, you are Crippled. You can have up to two Lethal Injuries simultaneously.
✦ Crippled: Your speed is reduced to 2, your carrying capacity is halved and you take a -2 penalty on all saving throws, defenses, attack and damage rolls, and skill and ability checks.
✦ Recovering from Wounds: Make an Easy Endurance check at the end of each extended rest for each Critical Wound you have accumulated; a success indicates a recovery. Make a Moderate Endurance check at the end of each extended rest for each Lethal Injury you suffer, a success indicates a recovery. Make a Hard Endurance check at the end of each extended rest. A success indicates you are no longer crippled. An ally can substitute any Endurance checks when recovering from wounds with a Heal check.
EDIT: Couldn't make the table fit very well, so I attached it instead.
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