Rel
Liquid Awesome
*Crossposted from CM*
Sometime in the not too distant future (likely before the year is over) I will be starting a new campaign and I'm pretty positive at this point that it will be 4e D&D. I'm starting to put together my ideas for the campaign world and I'm also considering some aspects of the system that I find a bit lacking. Here are two things that I'm thinking of making tweaks to:
Crafting/Professions
The Problem: The system has none of these. (FYI, there is a fairly big ENW thread that I have participated in about this topic in the General forum) I wish it did have them but I also recognize a problem inherent to the 3.x method of dealing with them in that they were bought with the same limited (very limited in the cases of most classes besides the Rogue and Bard) pool of resources that you spent on things like Concentration, Spot or Climb that helped you do actual adventuring.
My Solution: I'm using the same skill system already in 4e but I'm adding these skills on top of that. It'll work like this:
During character creation, I'll ask each player two questions.
"What did your character do for a living before becoming an adventurer?"
"What does your character like to do for fun when he isn't adventuring?"
The two answers to these questions will be added as Trained skills. You were a Blacksmith and like to play the Lute? No problem. You were an Innkeeper who likes to Dance? Write that down. We'll assign whatever attribute seems most appropriate to the skill in question and we're in business. When those things come up in play then we've got a number to base rolls off of.
The Healing System
The Problem: In general I'm ok with a lot of abstraction in a healing system. I understand (and have been in games) where a more complex healing system that intends to add a bunch of realism mostly just makes adventuring a pain in the ass to the point where the PC's want to avoid danger because they might get hurt. However, I am mildly to moderately put off by the notion that you never ever sustain an injury so dire that it takes you more than six hours of sleep to be rid of it. I'd like it better if there were at least a chance, occassionaly of you sustaining a wound that has effects more long lasting than those of a bottle of red wine.
My Solution: If you fail a Death Saving Throw (i.e. you are reduced to 0 or fewer hit points, get no healing before your next turn ends, and roll less than a 10 on the dice) then you have sustained a "Wound". There will be a small chart with the list of Wounds on it (I'll probably shoot for 20 total wounds but I haven't made the chart yet) and you will roll randomly to see in what manner you were wounded.
These wounds will range from things like an arm fracture to a concussion and will place you at a penalty of some sort. A couple of examples might be:
Arm Broken - One of your arms (roll randomly for which one) is broken and you cannot wield a weapon, shield or implement with that arm until it has healed.
Leg Broken - One of your legs has suffered a fracture. Even after being splinted it is painful and awkward to move around on. You are subject to the Slowed condition until it has healed.
Concussion - You have a head injury that results in confusion and pain. You are at -2 to all attacks and skill checks until it has healed.
Coma - You have a severe head injury that has rendered you unconscious. You may take no actions until it has healed.
...etc. (BTW, I envision a chart arranged by the severity of the wound and Coma would probably be right at the top of the list)
So now that I've established what the wounds do, the question becomes "how do I get rid of that?" I figure the easy solution is to simply use the Save Ends mechanic except that you are allowed to make such a save at the end of each Extended Rest. So you may have to suffer with that arm fracture for only a day before it has healed up enough to be usable again. Or it may linger on for a few days.
Two modifiers that I'd add to that Saving Throw would be that if a Trained Healer makes a successful roll (not sure on the DC yet) then you get a +2 to the Save. Also you get a cumulative +1 to the Save every time you fail it. So eventually you WILL get better even if you can't roll worth a damn.
So that's the crux of that idea. I've of course not playtested it yet and my experience with playing and running 4e is very limited. So I'd be interested in feedback from those of you more experienced with it. My general impression would be that it creates a situation that won't come up incredibly often and even when it does it is likely to be a minor inconvenience. However it could turn into something that generates tension when the PC's are on a tight timeline and can't take time to rest and recover from a tough fight where multiple PC's suffered a Wound.
It also adds a potentially interesting sub-system by which certain monsters could be designed to add modifiers to various parts of it. For example, a dragon, being huge and fierce, might add a +2 to any die rolls made on the Wounds chart because it tends to inflict nastier wounds. And maybe a Corruption Zombie causes wounds that are slow to heal so any Saving Throws made against wounds caused by them are at -5. Things like that.
What say ye?
Sometime in the not too distant future (likely before the year is over) I will be starting a new campaign and I'm pretty positive at this point that it will be 4e D&D. I'm starting to put together my ideas for the campaign world and I'm also considering some aspects of the system that I find a bit lacking. Here are two things that I'm thinking of making tweaks to:
Crafting/Professions
The Problem: The system has none of these. (FYI, there is a fairly big ENW thread that I have participated in about this topic in the General forum) I wish it did have them but I also recognize a problem inherent to the 3.x method of dealing with them in that they were bought with the same limited (very limited in the cases of most classes besides the Rogue and Bard) pool of resources that you spent on things like Concentration, Spot or Climb that helped you do actual adventuring.
My Solution: I'm using the same skill system already in 4e but I'm adding these skills on top of that. It'll work like this:
During character creation, I'll ask each player two questions.
"What did your character do for a living before becoming an adventurer?"
"What does your character like to do for fun when he isn't adventuring?"
The two answers to these questions will be added as Trained skills. You were a Blacksmith and like to play the Lute? No problem. You were an Innkeeper who likes to Dance? Write that down. We'll assign whatever attribute seems most appropriate to the skill in question and we're in business. When those things come up in play then we've got a number to base rolls off of.
The Healing System
The Problem: In general I'm ok with a lot of abstraction in a healing system. I understand (and have been in games) where a more complex healing system that intends to add a bunch of realism mostly just makes adventuring a pain in the ass to the point where the PC's want to avoid danger because they might get hurt. However, I am mildly to moderately put off by the notion that you never ever sustain an injury so dire that it takes you more than six hours of sleep to be rid of it. I'd like it better if there were at least a chance, occassionaly of you sustaining a wound that has effects more long lasting than those of a bottle of red wine.
My Solution: If you fail a Death Saving Throw (i.e. you are reduced to 0 or fewer hit points, get no healing before your next turn ends, and roll less than a 10 on the dice) then you have sustained a "Wound". There will be a small chart with the list of Wounds on it (I'll probably shoot for 20 total wounds but I haven't made the chart yet) and you will roll randomly to see in what manner you were wounded.
These wounds will range from things like an arm fracture to a concussion and will place you at a penalty of some sort. A couple of examples might be:
Arm Broken - One of your arms (roll randomly for which one) is broken and you cannot wield a weapon, shield or implement with that arm until it has healed.
Leg Broken - One of your legs has suffered a fracture. Even after being splinted it is painful and awkward to move around on. You are subject to the Slowed condition until it has healed.
Concussion - You have a head injury that results in confusion and pain. You are at -2 to all attacks and skill checks until it has healed.
Coma - You have a severe head injury that has rendered you unconscious. You may take no actions until it has healed.
...etc. (BTW, I envision a chart arranged by the severity of the wound and Coma would probably be right at the top of the list)
So now that I've established what the wounds do, the question becomes "how do I get rid of that?" I figure the easy solution is to simply use the Save Ends mechanic except that you are allowed to make such a save at the end of each Extended Rest. So you may have to suffer with that arm fracture for only a day before it has healed up enough to be usable again. Or it may linger on for a few days.
Two modifiers that I'd add to that Saving Throw would be that if a Trained Healer makes a successful roll (not sure on the DC yet) then you get a +2 to the Save. Also you get a cumulative +1 to the Save every time you fail it. So eventually you WILL get better even if you can't roll worth a damn.
So that's the crux of that idea. I've of course not playtested it yet and my experience with playing and running 4e is very limited. So I'd be interested in feedback from those of you more experienced with it. My general impression would be that it creates a situation that won't come up incredibly often and even when it does it is likely to be a minor inconvenience. However it could turn into something that generates tension when the PC's are on a tight timeline and can't take time to rest and recover from a tough fight where multiple PC's suffered a Wound.
It also adds a potentially interesting sub-system by which certain monsters could be designed to add modifiers to various parts of it. For example, a dragon, being huge and fierce, might add a +2 to any die rolls made on the Wounds chart because it tends to inflict nastier wounds. And maybe a Corruption Zombie causes wounds that are slow to heal so any Saving Throws made against wounds caused by them are at -5. Things like that.
What say ye?