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General Tabletop Discussion
*Pathfinder & Starfinder
Resting, Healing and Wounds - a proposed house rule
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<blockquote data-quote="ravenheart" data-source="post: 4734392" data-attributes="member: 72088"><p><span style="font-family: 'Verdana'">Ok, I re-imagined the wound system, here's the newest version to the house rules:</span></p><p><span style="font-family: 'Verdana'"></span>[sblock]<strong><u>[FONT=&quot]MODERATE REST[/FONT]</u></strong></p><p> [FONT=&quot]✦[/FONT]<strong>[FONT=&quot]Just like Short Rest:[/FONT]</strong>[FONT=&quot] A moderate rest works just like a short rest in all respects, except as described here.[/FONT]</p><p> [FONT=&quot]✦[/FONT]<strong>[FONT=&quot]Duration:[/FONT]</strong>[FONT=&quot] A moderate rest lasts one hour.[/FONT]</p><p> [FONT=&quot]✦[/FONT]<strong>[FONT=&quot]Regain Healing Surges:[/FONT]</strong>[FONT=&quot] 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.)[/FONT]</p><p> [FONT=&quot]✦[/FONT]<strong>[FONT=&quot]Renew Daily Attack Power:[/FONT]</strong>[FONT=&quot] After a moderate rest, you can renew one spent daily attack power. You select which daily attack 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.)[/FONT]</p><p> [FONT=&quot]✦[/FONT]<strong>[FONT=&quot]Requires Adequate Sleep:[/FONT]</strong>[FONT=&quot] 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.[/FONT]</p><p> [FONT=&quot]✦[/FONT]<strong>[FONT=&quot]Once per Milestone:[/FONT]</strong>[FONT=&quot] 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.[/FONT]</p><p> </p><p> <strong><u>[FONT=&quot]HEALING SURGES[/FONT]</u></strong></p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>Unyielding Morale: </strong>Whenever you would be hit by a critical hit, you can turn it into a normal hit by spending a healing surge.[/FONT]</p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>To the End: </strong>You can avoid making a death saving throw by spending a healing surge. Your condition does not change.[/FONT]</p><p> <strong>[FONT=&quot]✦[/FONT]</strong><strong>[FONT=&quot] Decisive Recovery:[/FONT]</strong>[FONT=&quot] You can regain two spent healing surges by expending a daily attack power, as a standard action.</p><p>[/FONT][FONT=&quot]✦[/FONT][FONT=&quot] <strong>Act of Desperation:</strong> To use a daily attack power, you must spend a healing surge without gaining any other benefits.[/FONT]</p><p> </p><p> <strong><u>[FONT=&quot]WOUNDS[/FONT]</u></strong></p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>Wound Points: </strong>Whenever you are hit by a critical attack, fail a death saving throw or are bloodied for the first time in an encounter you gain a wound points. At the end of every encounter where you gained a wound point you must make a saving throw with a penalty equal to the total amount of wound points you have. Failure indicates you are Wounded; if you are already Wounded, you become Injured instead; if you are already Injured, you become Crippled instead. If your wound points exceed your Constitution score, you automatically fail your saving throw. At the end of a short rest your wound points are reduced by your Constitution modifier. At the end of an extended rest your wound points are reduced by your Constitution score.[/FONT]</p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>Wounded: </strong>You take a -1 penalty to attack and damage rolls, saving throws, defenses, and skill and ability checks. If you are Wounded, make an Endurance check with a level-dependant Easy DC at the end of each extended rest; a success indicates a recovery.[/FONT]</p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>Injured: </strong>You take a -1 penalty to attack and damage rolls, saving throws, defenses, and skill and ability checks. Reduce your speed by 2. If you are Injured, make an Endurance check with a level-dependant Moderate DC at the end of each extended rest; a success indicates a recovery. A failure by less than 5 means you are Wounded instead, but you must take an additional extended rest to recover from it.[/FONT]</p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>Crippled: </strong>You take a -1 penalty to attack and damage rolls, saving throws, defenses, and skill and ability checks. Reduce your speed by 3. Your carrying capacity is halved. If you are Crippled, make an Endurance check with a level-dependant Hard DC at the end of each extended rest; a success indicates a recovery. A failure by less than 5 means you are Wounded instead and a failure by less than 10 means you are Injured instead, but you must take an additional extended rest to recover from it.[/FONT]</p><p> [FONT=&quot]✦[/FONT][FONT=&quot] <strong>Recovering from Wounds:</strong> An ally can substitute any Endurance checks when recovering from wounds with a Heal check.[/FONT]</p><p>[/sblock]</p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">All in all, I think it was a mistake messing with hit point and healing surges, too much of an abstraction anyway. Not sure what to do with potions and high-powered healing. Probably needs a ritual to help get rid of wounds.</span></p></blockquote><p></p>
[QUOTE="ravenheart, post: 4734392, member: 72088"] [FONT=Verdana]Ok, I re-imagined the wound system, here's the newest version to the house rules: [/FONT][sblock][B][U][FONT="]MODERATE REST[/FONT][/U][/B] [FONT="]✦[/FONT][B][FONT="]Just like Short Rest:[/FONT][/B][FONT="] A moderate rest works just like a short rest in all respects, except as described here.[/FONT] [FONT="]✦[/FONT][B][FONT="]Duration:[/FONT][/B][FONT="] A moderate rest lasts one hour.[/FONT] [FONT="]✦[/FONT][B][FONT="]Regain Healing Surges:[/FONT][/B][FONT="] 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.)[/FONT] [FONT="]✦[/FONT][B][FONT="]Renew Daily Attack Power:[/FONT][/B][FONT="] After a moderate rest, you can renew one spent daily attack power. You select which daily attack 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.)[/FONT] [FONT="]✦[/FONT][B][FONT="]Requires Adequate Sleep:[/FONT][/B][FONT="] 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.[/FONT] [FONT="]✦[/FONT][B][FONT="]Once per Milestone:[/FONT][/B][FONT="] 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.[/FONT] [B][U][FONT="]HEALING SURGES[/FONT][/U][/B] [FONT="]✦[/FONT][FONT="] [B]Unyielding Morale: [/B]Whenever you would be hit by a critical hit, you can turn it into a normal hit by spending a healing surge.[/FONT] [FONT="]✦[/FONT][FONT="] [B]To the End: [/B]You can avoid making a death saving throw by spending a healing surge. Your condition does not change.[/FONT] [B][FONT="]✦[/FONT][/B][B][FONT="] Decisive Recovery:[/FONT][/B][FONT="] You can regain two spent healing surges by expending a daily attack power, as a standard action. [/FONT][FONT="]✦[/FONT][FONT="] [B]Act of Desperation:[/B] To use a daily attack power, you must spend a healing surge without gaining any other benefits.[/FONT] [B][U][FONT="]WOUNDS[/FONT][/U][/B] [FONT="]✦[/FONT][FONT="] [B]Wound Points: [/B]Whenever you are hit by a critical attack, fail a death saving throw or are bloodied for the first time in an encounter you gain a wound points. At the end of every encounter where you gained a wound point you must make a saving throw with a penalty equal to the total amount of wound points you have. Failure indicates you are Wounded; if you are already Wounded, you become Injured instead; if you are already Injured, you become Crippled instead. If your wound points exceed your Constitution score, you automatically fail your saving throw. At the end of a short rest your wound points are reduced by your Constitution modifier. At the end of an extended rest your wound points are reduced by your Constitution score.[/FONT] [FONT="]✦[/FONT][FONT="] [B]Wounded: [/B]You take a -1 penalty to attack and damage rolls, saving throws, defenses, and skill and ability checks. If you are Wounded, make an Endurance check with a level-dependant Easy DC at the end of each extended rest; a success indicates a recovery.[/FONT] [FONT="]✦[/FONT][FONT="] [B]Injured: [/B]You take a -1 penalty to attack and damage rolls, saving throws, defenses, and skill and ability checks. Reduce your speed by 2. If you are Injured, make an Endurance check with a level-dependant Moderate DC at the end of each extended rest; a success indicates a recovery. A failure by less than 5 means you are Wounded instead, but you must take an additional extended rest to recover from it.[/FONT] [FONT="]✦[/FONT][FONT="] [B]Crippled: [/B]You take a -1 penalty to attack and damage rolls, saving throws, defenses, and skill and ability checks. Reduce your speed by 3. Your carrying capacity is halved. If you are Crippled, make an Endurance check with a level-dependant Hard DC at the end of each extended rest; a success indicates a recovery. A failure by less than 5 means you are Wounded instead and a failure by less than 10 means you are Injured instead, but you must take an additional extended rest to recover from it.[/FONT] [FONT="]✦[/FONT][FONT="] [B]Recovering from Wounds:[/B] An ally can substitute any Endurance checks when recovering from wounds with a Heal check.[/FONT] [/sblock] [FONT=Verdana] All in all, I think it was a mistake messing with hit point and healing surges, too much of an abstraction anyway. Not sure what to do with potions and high-powered healing. Probably needs a ritual to help get rid of wounds.[/FONT] [/QUOTE]
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