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Second Wind: Yes or No?
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<blockquote data-quote="Ratskinner" data-source="post: 6094940" data-attributes="member: 6688937"><p>I'll give it a go. Although, some of your conditions are rather subjective. I've never playtested this, so the numbers are just speculative. In particular, I'm not sure the penalties are worth their overhead outside a gritty campaign. </p><p></p><p></p><ol> <li data-xf-list-type="ol">HP represent the ability to avoid significant injury and continue fighting at full capacity. This is a combination of endurance, experience, determination and luck. Combat generally proceeds as we'd expect.</li> <li data-xf-list-type="ol">Characters recover <em>all</em> their HP (except as noted below) at the end of a campaign-specific rest period. In different campaigns, this might be at the end of each combat, a 5 minute breather, an overnight rest, or a return to town for a day of R&R.</li> <li data-xf-list-type="ol">If an attack reduces a character HP to zero or less, or a character with 0 hp is hit, they must make an injury roll of d20 + the excess damage. The result of the roll determines the type of injury they sustain:<ol> <li data-xf-list-type="ol"><11: Light Wound, -2 penalty, recover up to 75% max hp during recovery</li> <li data-xf-list-type="ol">11-15: Serious Wound, -4 penalty, recover up to 50% of max hp during recovery</li> <li data-xf-list-type="ol">16-20: Critical Wound, -6 penalty, recover up to 25% of max hp during recovery, 50% chance of unconsciousness</li> <li data-xf-list-type="ol">21+: Mortal Wound, character is unconscious and dying. (goto whatever dying rules you prefer)</li> </ol><ul> <li data-xf-list-type="ul">Penalties apply to all checks, saves, attacks, AC, and movement (squares), and are not cumulative. (They do not apply to other injury rolls.)</li> <li data-xf-list-type="ul">Some creatures, spells, and abilities may specify effects (such as poison, paralysis, etc.) that supersede this chart.</li> </ul></li> <li data-xf-list-type="ol">Wounds can only be healed through R&R, or various magical effects. A lightly wounded character will recover with 1d6 days of R&R, a seriously wounded character 3d6, and a critically wounded character with 5d6 days of R&R.<ul> <li data-xf-list-type="ul">If under the care of a skilled healer reduce the size of the dice to d4s.</li> <li data-xf-list-type="ul">Optionally in grittier campaigns, a critically wounded character heals to become seriously wounded and a seriously wounded character heals to be lightly wounded.</li> </ul></li> </ol><p></p><p>Advantages and suggestions for other parts of the game:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Warlords, Bards, Paladins, etc. could have "rally" abilities that make you capable of fighting longer <em>without</em> "shouting wounds shut".</li> <li data-xf-list-type="ul">No Schrodinger's wounds. You know when you are injured and when you are not.</li> <li data-xf-list-type="ul">Assassinations, or other attacks out of combat can just bypass hp, since they only apply during a fight.</li> <li data-xf-list-type="ul">Similarly, falling and other hazards could skip the hp and go to an injury roll.</li> <li data-xf-list-type="ul">Reduces impact of many SoD effects, since they would only kick in after hp are gone.</li> <li data-xf-list-type="ul">At the design level, "Cure" spells and effects would remove the Wounds, but not recover the hp. Their necessity would be greatly reduced by faster recovery intervals.</li> </ul><p></p><p>Anyway, that's my first draft. I've been thinking about trying something like this in the Old-school game I play in.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6094940, member: 6688937"] I'll give it a go. Although, some of your conditions are rather subjective. I've never playtested this, so the numbers are just speculative. In particular, I'm not sure the penalties are worth their overhead outside a gritty campaign. [LIST=1] [*]HP represent the ability to avoid significant injury and continue fighting at full capacity. This is a combination of endurance, experience, determination and luck. Combat generally proceeds as we'd expect. [*]Characters recover [I]all[/I] their HP (except as noted below) at the end of a campaign-specific rest period. In different campaigns, this might be at the end of each combat, a 5 minute breather, an overnight rest, or a return to town for a day of R&R. [*]If an attack reduces a character HP to zero or less, or a character with 0 hp is hit, they must make an injury roll of d20 + the excess damage. The result of the roll determines the type of injury they sustain: [LIST=1] [*]<11: Light Wound, -2 penalty, recover up to 75% max hp during recovery [*]11-15: Serious Wound, -4 penalty, recover up to 50% of max hp during recovery [*]16-20: Critical Wound, -6 penalty, recover up to 25% of max hp during recovery, 50% chance of unconsciousness [*]21+: Mortal Wound, character is unconscious and dying. (goto whatever dying rules you prefer) [/LIST] [LIST] [*]Penalties apply to all checks, saves, attacks, AC, and movement (squares), and are not cumulative. (They do not apply to other injury rolls.) [*]Some creatures, spells, and abilities may specify effects (such as poison, paralysis, etc.) that supersede this chart. [/LIST] [*]Wounds can only be healed through R&R, or various magical effects. A lightly wounded character will recover with 1d6 days of R&R, a seriously wounded character 3d6, and a critically wounded character with 5d6 days of R&R. [LIST] [*]If under the care of a skilled healer reduce the size of the dice to d4s. [*]Optionally in grittier campaigns, a critically wounded character heals to become seriously wounded and a seriously wounded character heals to be lightly wounded. [/LIST] [/LIST] Advantages and suggestions for other parts of the game: [LIST] [*]Warlords, Bards, Paladins, etc. could have "rally" abilities that make you capable of fighting longer [I]without[/I] "shouting wounds shut". [*]No Schrodinger's wounds. You know when you are injured and when you are not. [*]Assassinations, or other attacks out of combat can just bypass hp, since they only apply during a fight. [*]Similarly, falling and other hazards could skip the hp and go to an injury roll. [*]Reduces impact of many SoD effects, since they would only kick in after hp are gone. [*]At the design level, "Cure" spells and effects would remove the Wounds, but not recover the hp. Their necessity would be greatly reduced by faster recovery intervals. [/LIST] Anyway, that's my first draft. I've been thinking about trying something like this in the Old-school game I play in. [/QUOTE]
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