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True Critical damage
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<blockquote data-quote="StAlda" data-source="post: 4445559" data-attributes="member: 16745"><p>This is a streaming of consciousness, so bear with me...</p><p></p><p>I've been thinking for awhile about the abstaction of hit points - even the abstraction of combat in the 1st Ed. In 1e a round took a minute with the idea that within that minute you have one good clean chance to hurt your opponent, and that was your attack roll. </p><p></p><p>Now, 4e has abstacted the hit points a little more (and to the better I believe), to really show the "wearing out" of the character - thus second wind where you gain your...uh...second wind. And then after the fact you can healing surge yourself back to full vigor pretty quick.</p><p></p><p>So along comes a critical hit; let's say this is a hit that actually DOES damage, cuts the skin, crushes a muscle, etc. That one hit every minute in 1e combat. What if a healing surge could not heal damage from a critical? (I would take away the current extra damage a crit does, and just say the normal damage done was critical damage) This damage sticks with you. </p><p></p><p>I would like to make combat a little more than a nice workout followed by a massage and some time in the sauna if time permits. Which I feel healing surges kinda do to combat (from strictly a hit point point of view).</p><p></p><p></p><p>Also I like the idea of a critical hit to be more rare (as some have suggested below). Either needing to exceed AC by 10, or by having to "comfirm" a critical hit (meaning you've rolled the 20, now roll to hit again - success means crit).</p><p></p><p>Crits heal on its own 1d6 hp per day. A cleric would have another Class feature - something like this below:</p><p></p><p>Cure Critical Wounds</p><p>Cleric Feature</p><p>You utter a simple prayer as divine light washes over your target, healing their most grievous wounds.</p><p>Daily ✦ Divine, Healing</p><p>Standard Action Close burst 5 (10 at 11th level, 15 at 21st level)</p><p>Target: You or one ally</p><p>Effect: The target is healed 1d6 + Wisdom modifier of critical hit points.</p><p>Increase critical hit points healed to 2d6 + Wisdom modifier at 11th level and 3d6 + Wisdom modifier at 21st level.</p><p></p><p>Critical hits do not have extra/max damage, you roll damage normally, but they affect your maximum hit points. On the character sheet you'll have 2 scores one is Healthy MAX HP and the Current MAX HP. Current MAX HP does not affect you bloodied or healing surge values.</p><p></p><p></p><p>I don't see this being a bookkeeping nightmare any more than tracking healing surges, dailies used or other items that need to be tracked beyond an encounter.</p><p></p><p>That's what I got so far....</p></blockquote><p></p>
[QUOTE="StAlda, post: 4445559, member: 16745"] This is a streaming of consciousness, so bear with me... I've been thinking for awhile about the abstaction of hit points - even the abstraction of combat in the 1st Ed. In 1e a round took a minute with the idea that within that minute you have one good clean chance to hurt your opponent, and that was your attack roll. Now, 4e has abstacted the hit points a little more (and to the better I believe), to really show the "wearing out" of the character - thus second wind where you gain your...uh...second wind. And then after the fact you can healing surge yourself back to full vigor pretty quick. So along comes a critical hit; let's say this is a hit that actually DOES damage, cuts the skin, crushes a muscle, etc. That one hit every minute in 1e combat. What if a healing surge could not heal damage from a critical? (I would take away the current extra damage a crit does, and just say the normal damage done was critical damage) This damage sticks with you. I would like to make combat a little more than a nice workout followed by a massage and some time in the sauna if time permits. Which I feel healing surges kinda do to combat (from strictly a hit point point of view). Also I like the idea of a critical hit to be more rare (as some have suggested below). Either needing to exceed AC by 10, or by having to "comfirm" a critical hit (meaning you've rolled the 20, now roll to hit again - success means crit). Crits heal on its own 1d6 hp per day. A cleric would have another Class feature - something like this below: Cure Critical Wounds Cleric Feature You utter a simple prayer as divine light washes over your target, healing their most grievous wounds. Daily ✦ Divine, Healing Standard Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target is healed 1d6 + Wisdom modifier of critical hit points. Increase critical hit points healed to 2d6 + Wisdom modifier at 11th level and 3d6 + Wisdom modifier at 21st level. Critical hits do not have extra/max damage, you roll damage normally, but they affect your maximum hit points. On the character sheet you'll have 2 scores one is Healthy MAX HP and the Current MAX HP. Current MAX HP does not affect you bloodied or healing surge values. I don't see this being a bookkeeping nightmare any more than tracking healing surges, dailies used or other items that need to be tracked beyond an encounter. That's what I got so far.... [/QUOTE]
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