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True Critical damage
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<blockquote data-quote="Exen Trik" data-source="post: 4447839" data-attributes="member: 34942"><p>A few thoughts:</p><p></p><p>First of all, I really don't think having a common universal negative condition that can only be healed by a certain power of a certain class is good game design, it brings back the necessity of always having a cleric that we finally got rid of. Make it something that can be dealt with with healing surges, extended rest, skill checks or at least a ritual</p><p></p><p>Second, while having a different max hit point total to keep track of may not be a tolerable amount of added book keeping, constantly recalculating your healing surge value puts it right over the top. At the very least surges should be based on ones unreduced hit point maximum.</p><p></p><p>Third, having reduced max hit points doesn't add quite the right flavor of being badly wounded. Instead of being in pain or hindered in some way, you just can take less of a beating before needing healing which in total isn't much reduced, even if you lower healing surge values along with max hp.</p><p></p><p>Lastly, adding an extra negative effect onto a critical hit increase it's power disproportionately, making higher critical weapons that much stronger with no trade off. A consistent effect that happens only on a natural 20, is a special property of certain monsters/weapons/powers, or something that happens only on a critical hit but has an effective relative to the damage dealt are better approaches mechanically.</p><p></p><p></p><p>What I would suggest as an alternative to what you have now (or to the vulnerability option) is to have a Wounded status that only effects healing surges. There's a number of options for using this staus:</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Takes effect either in place of extra damage when a 20 is rolled, or in addition to it as a special property of certain monsters attacks. Some attacks might impose the condition outright.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> Negate, halve, or reduce by some amount the hit points of next healing surge the target receives the benefit of. Multiple critical hits increase either the number of surges affected or the strength of the effect. Anything added from a power such as the +1d6 from healing word would be unaffected by any form of reduction. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> Halve or reduce by some amount your healing surge value for the remainder of the encounter. Multiple critical hits can increase this value. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> As above, but the effect lasts until more difficult conditions are met, such as needing a heal check/saving throw/ritual during a short or extended rest, or even involve the disease rules. The severity can also be based on how many critical hits are received. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> There can be special cleric powers that address the Wounded status specifically, if you like. Healing word might simply have the option of removing or reducing the wounded status in place of the +1d6 healing, for example. For something more grim and gritty, a more difficult option is recommended.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> Applying the Wounded status to monsters is possible, but probably not useful. If your enemies have a habit of running away and healing up it could work, otherwise it would probably need to be a different mechanic altogether.</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 4447839, member: 34942"] A few thoughts: First of all, I really don't think having a common universal negative condition that can only be healed by a certain power of a certain class is good game design, it brings back the necessity of always having a cleric that we finally got rid of. Make it something that can be dealt with with healing surges, extended rest, skill checks or at least a ritual Second, while having a different max hit point total to keep track of may not be a tolerable amount of added book keeping, constantly recalculating your healing surge value puts it right over the top. At the very least surges should be based on ones unreduced hit point maximum. Third, having reduced max hit points doesn't add quite the right flavor of being badly wounded. Instead of being in pain or hindered in some way, you just can take less of a beating before needing healing which in total isn't much reduced, even if you lower healing surge values along with max hp. Lastly, adding an extra negative effect onto a critical hit increase it's power disproportionately, making higher critical weapons that much stronger with no trade off. A consistent effect that happens only on a natural 20, is a special property of certain monsters/weapons/powers, or something that happens only on a critical hit but has an effective relative to the damage dealt are better approaches mechanically. What I would suggest as an alternative to what you have now (or to the vulnerability option) is to have a Wounded status that only effects healing surges. There's a number of options for using this staus: :1: Takes effect either in place of extra damage when a 20 is rolled, or in addition to it as a special property of certain monsters attacks. Some attacks might impose the condition outright. :2: Negate, halve, or reduce by some amount the hit points of next healing surge the target receives the benefit of. Multiple critical hits increase either the number of surges affected or the strength of the effect. Anything added from a power such as the +1d6 from healing word would be unaffected by any form of reduction. :3: Halve or reduce by some amount your healing surge value for the remainder of the encounter. Multiple critical hits can increase this value. :4: As above, but the effect lasts until more difficult conditions are met, such as needing a heal check/saving throw/ritual during a short or extended rest, or even involve the disease rules. The severity can also be based on how many critical hits are received. :5: There can be special cleric powers that address the Wounded status specifically, if you like. Healing word might simply have the option of removing or reducing the wounded status in place of the +1d6 healing, for example. For something more grim and gritty, a more difficult option is recommended. :6: Applying the Wounded status to monsters is possible, but probably not useful. If your enemies have a habit of running away and healing up it could work, otherwise it would probably need to be a different mechanic altogether. [/QUOTE]
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