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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Trauma and damage in 4e
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<blockquote data-quote="simonbjerg" data-source="post: 4104918" data-attributes="member: 56358"><p>You guys read my thoughts while I was offline. I think I would do it in slightly different way.</p><p></p><p>Each time a character receives a hit that deals more damage than the character’s fortitude defense value, then he rolls a save after his next turn (1-10: wound; 11-20 no wound). Spending an action point annuls the wound. By first assigning the wound after the players turn, the character gets a chance to use the healing surge, and thereby avoiding a “now you die” situation.</p><p></p><p>For each wound a character receives he loses one of his daily healing surges.</p><p></p><p>Wounds can only be healed after an extended rest. After six hours of uninterrupted rest the player removes one wound. A full day of rest heals two wounds. A successful heal skill check after an extended rest also heals one additional wound.</p><p></p><p>Finally I would grant the cleric an additional daily power / ritual that cures wounds. The number of wounds that the cleric can heal should be based on the cleric’s level. The cleric can assign this healing power to any number of characters (within 30 ft.?). I might also grant paladins and warlords a lesser version of the power (cure light wounds).</p><p></p><p>I’m not sure I like this better than Smartis’ system, but it would allow an in-combat distinction between “metaphysical damage” and actual wounds. If the character makes his “wound save” it’s only a flesh wound. If he fails the save it’s a big a nasty wound.</p></blockquote><p></p>
[QUOTE="simonbjerg, post: 4104918, member: 56358"] You guys read my thoughts while I was offline. I think I would do it in slightly different way. Each time a character receives a hit that deals more damage than the character’s fortitude defense value, then he rolls a save after his next turn (1-10: wound; 11-20 no wound). Spending an action point annuls the wound. By first assigning the wound after the players turn, the character gets a chance to use the healing surge, and thereby avoiding a “now you die” situation. For each wound a character receives he loses one of his daily healing surges. Wounds can only be healed after an extended rest. After six hours of uninterrupted rest the player removes one wound. A full day of rest heals two wounds. A successful heal skill check after an extended rest also heals one additional wound. Finally I would grant the cleric an additional daily power / ritual that cures wounds. The number of wounds that the cleric can heal should be based on the cleric’s level. The cleric can assign this healing power to any number of characters (within 30 ft.?). I might also grant paladins and warlords a lesser version of the power (cure light wounds). I’m not sure I like this better than Smartis’ system, but it would allow an in-combat distinction between “metaphysical damage” and actual wounds. If the character makes his “wound save” it’s only a flesh wound. If he fails the save it’s a big a nasty wound. [/QUOTE]
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Trauma and damage in 4e
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