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Warhammer-esque wounds in 4e
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<blockquote data-quote="EugeneZ" data-source="post: 5292582" data-attributes="member: 83605"><p>I decided to try these rules out in my group's level 25 Scales of War campaign. They had stretched themselves quite thin attacking Pelor's Dawnbell tower and several PCs were out of surges or only had one left. They knew they had to fight the "boss guy" at the top of the tower, and do it now, because any delay would mean the tower gets reinforced beyond their ability to attack it again. So they pushed on, knowing it may be certain doom... and I introduced the above concepts of Heroic Surges and the wounds that result from dropping below 0hp. </p><p></p><p>It made for an awesome fight and some permanent scars the characters could show off. We've been using it since then for a handful of combats.</p><p></p><p>One thing I immediately noticed is that the purpose of combat changes subtly. It used to be that even when the NPCs know they're gonna lose, they'd try and waste as many PC surges as possible. Fights would become a matter of attrition, and even when boredom began to set in towards the end of a long fight, I would usually insist we play it out so that any potentially used surges would "count."</p><p></p><p>It gave me a feeling of satisfaction when an easy fight managed to knock away a decent number of surges for the day but it was a deception... most of the time, the PCs would extended-rest at a point where the number of surges they had left had not yet hampered them. Or they would run out of surges, like at the Dawnbell, and basically be forced to die like dogs in the next battle all because they made a few surge conservation mistakes in the first or second battle of the day.</p><p></p><p>What I'm saying is that I really like how this system reduces this "long-term endurance" aspect of DnD. But this advantage is also a disadvantage. Every time a fight is over now, and I see everyone heal up to zero wounds and their surges pop back up to "full", it definitely rattles me. The battle was basically meaningless... just a time waster. Five to ten minutes afterwards, there is nothing to show for my poor NPCs efforts unless the battle was hard enough to inflict at least a stage 2 wound.</p><p></p><p>But I think the problem there is Scales of War. This system just basically revealed how meaningless battles are in WotC's adventure path. I will likely begin to use the system in my level 14 Burning Sky campaign, where I think the payoff will be far better, since battles have alternative objectives besides surge loss.</p></blockquote><p></p>
[QUOTE="EugeneZ, post: 5292582, member: 83605"] I decided to try these rules out in my group's level 25 Scales of War campaign. They had stretched themselves quite thin attacking Pelor's Dawnbell tower and several PCs were out of surges or only had one left. They knew they had to fight the "boss guy" at the top of the tower, and do it now, because any delay would mean the tower gets reinforced beyond their ability to attack it again. So they pushed on, knowing it may be certain doom... and I introduced the above concepts of Heroic Surges and the wounds that result from dropping below 0hp. It made for an awesome fight and some permanent scars the characters could show off. We've been using it since then for a handful of combats. One thing I immediately noticed is that the purpose of combat changes subtly. It used to be that even when the NPCs know they're gonna lose, they'd try and waste as many PC surges as possible. Fights would become a matter of attrition, and even when boredom began to set in towards the end of a long fight, I would usually insist we play it out so that any potentially used surges would "count." It gave me a feeling of satisfaction when an easy fight managed to knock away a decent number of surges for the day but it was a deception... most of the time, the PCs would extended-rest at a point where the number of surges they had left had not yet hampered them. Or they would run out of surges, like at the Dawnbell, and basically be forced to die like dogs in the next battle all because they made a few surge conservation mistakes in the first or second battle of the day. What I'm saying is that I really like how this system reduces this "long-term endurance" aspect of DnD. But this advantage is also a disadvantage. Every time a fight is over now, and I see everyone heal up to zero wounds and their surges pop back up to "full", it definitely rattles me. The battle was basically meaningless... just a time waster. Five to ten minutes afterwards, there is nothing to show for my poor NPCs efforts unless the battle was hard enough to inflict at least a stage 2 wound. But I think the problem there is Scales of War. This system just basically revealed how meaningless battles are in WotC's adventure path. I will likely begin to use the system in my level 14 Burning Sky campaign, where I think the payoff will be far better, since battles have alternative objectives besides surge loss. [/QUOTE]
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