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True Critical damage
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4447024" data-attributes="member: 20805"><p>StAlda, if I am reading this right, you are looking for a mechanic that provides a longer lasting impact from taking damage in combat...</p><p></p><p> Back before the rule books came out, there was a thread on how to emulate long term disability in the system. The idea I left the thread with is a simple process:</p><p></p><p>Each time you take a critical hit your max healing surges are reduced by 1.</p><p>If you go under zero hit points, your max healing surges is reduced by 2. </p><p>This does not change your current number of healing surges.</p><p></p><p>During an extended rest, you regain a number of healing surges equal to the reduced maximum. You <em>then</em> increase your max healing by 1, up to your original score.</p><p></p><p>This method is simple to track, doesn't impact on the math of the current encounter, and makes a critical something to remember...and means that if you get dropped out of a fight, its going to affect you for a while.</p><p></p><p>I haven't had the chance to see this in playtest, but the theory is sound. The part I like the best is that the mechanic provides the option for having a worn out adventuring/combat group that has to stop after days of serious combat.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4447024, member: 20805"] StAlda, if I am reading this right, you are looking for a mechanic that provides a longer lasting impact from taking damage in combat... Back before the rule books came out, there was a thread on how to emulate long term disability in the system. The idea I left the thread with is a simple process: Each time you take a critical hit your max healing surges are reduced by 1. If you go under zero hit points, your max healing surges is reduced by 2. This does not change your current number of healing surges. During an extended rest, you regain a number of healing surges equal to the reduced maximum. You [i]then[/i] increase your max healing by 1, up to your original score. This method is simple to track, doesn't impact on the math of the current encounter, and makes a critical something to remember...and means that if you get dropped out of a fight, its going to affect you for a while. I haven't had the chance to see this in playtest, but the theory is sound. The part I like the best is that the mechanic provides the option for having a worn out adventuring/combat group that has to stop after days of serious combat. [/QUOTE]
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