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General Tabletop Discussion
*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="Shayuri" data-source="post: 6095213" data-attributes="member: 4936"><p>Let me ask this, and forgive me if someone else proposed it...I have not had time to read all the posts in detail.</p><p></p><p>Can we use the surge mechanic to represent physical wounds?</p><p></p><p>A character's number of surges remains more or less constant over time. They are a metric of hit points that can be easily measured and accounted for.</p><p></p><p>So perhaps something like this:</p><p></p><p>Each surge value of HP you lose becomes a wound. A physical wound of a relatively minor, but not ignorable form. This is a little tricky because the wound occurs when the damage does, while surges are not tracked until the healing takes place. But in general, the amount of damage healed by a surge 'becomes' a wound and can then be kept track of by noticing that the surge has been used to 'heal' it.</p><p></p><p>Most 'normal' healing techniques are more about triage and keeping you going than healing these wounds. Basically, any of the standard leader "x/encounter" abilities that let you heal a surge+whatever fall into this category as do Second Winds. They let you keep going, but don't make the wounds go away.</p><p></p><p>So even if you have full hit points, if you look at your Surges left, you can see how hurt you are. If you have full HP but only 5 out of 10 surges, you've got some hurts. Bandaged, anesthetized, all under control and not threatening you...but they're there.</p><p></p><p>Then, instead of refreshing all surges with every Extended Rest, we can have some other mechanic that refreshes them...magically curing the wounds whether by divine might or other contrivance appropriate for the class in question. For a gritty and dangerous game, that mechanic may not be easily accessible, forcing characters to move more carefully as their bodies' injuries begin to pile up. The spirit is willing, but the flesh can be weak.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6095213, member: 4936"] Let me ask this, and forgive me if someone else proposed it...I have not had time to read all the posts in detail. Can we use the surge mechanic to represent physical wounds? A character's number of surges remains more or less constant over time. They are a metric of hit points that can be easily measured and accounted for. So perhaps something like this: Each surge value of HP you lose becomes a wound. A physical wound of a relatively minor, but not ignorable form. This is a little tricky because the wound occurs when the damage does, while surges are not tracked until the healing takes place. But in general, the amount of damage healed by a surge 'becomes' a wound and can then be kept track of by noticing that the surge has been used to 'heal' it. Most 'normal' healing techniques are more about triage and keeping you going than healing these wounds. Basically, any of the standard leader "x/encounter" abilities that let you heal a surge+whatever fall into this category as do Second Winds. They let you keep going, but don't make the wounds go away. So even if you have full hit points, if you look at your Surges left, you can see how hurt you are. If you have full HP but only 5 out of 10 surges, you've got some hurts. Bandaged, anesthetized, all under control and not threatening you...but they're there. Then, instead of refreshing all surges with every Extended Rest, we can have some other mechanic that refreshes them...magically curing the wounds whether by divine might or other contrivance appropriate for the class in question. For a gritty and dangerous game, that mechanic may not be easily accessible, forcing characters to move more carefully as their bodies' injuries begin to pile up. The spirit is willing, but the flesh can be weak. [/QUOTE]
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Second Wind: Yes or No?
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