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Why we need Warlords in D&DN
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<blockquote data-quote="mlund" data-source="post: 5780672" data-attributes="member: 50304"><p>I agree wholeheartedly. If it were a serious wound it would impart your ability to hit enemies, cast spells, maneuver, etc. No core system in D&D has ever depicted serious injury. You're at 100% threat value or 0% with no degrees in between.</p><p></p><p>Sundering someone's weapon does more to hurt their ability to fight than hitting them for maximum damage with a broadsword or fireball, go figure.</p><p></p><p></p><p></p><p>We've been kicking around house rules locally to that effect since at least Dragon Age: Origins popped onto the radar. Lingering wounds from being knocked into the dying state add a nice extra bit of grit to things and discourage flirting with death just because the healer's initiative is always before yours.</p><p></p><p>I've also toyed with having critical hits deal lingering wounds as well. It'd be a fare alternative to the current minion-fix we have where minions do double damage on a crit.</p><p></p><p>Even something as simple as having -1 to all attack rolls, checks, defenses, and your maximum healing surges per day would be a problem players would look out for. Fixing that could require multiple days of bed rest and heal / endurance checks, restorative rituals, or a few applications of healing powers that don't spend your own healing surges.</p><p></p><p></p><p></p><p>Indeed.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5780672, member: 50304"] I agree wholeheartedly. If it were a serious wound it would impart your ability to hit enemies, cast spells, maneuver, etc. No core system in D&D has ever depicted serious injury. You're at 100% threat value or 0% with no degrees in between. Sundering someone's weapon does more to hurt their ability to fight than hitting them for maximum damage with a broadsword or fireball, go figure. We've been kicking around house rules locally to that effect since at least Dragon Age: Origins popped onto the radar. Lingering wounds from being knocked into the dying state add a nice extra bit of grit to things and discourage flirting with death just because the healer's initiative is always before yours. I've also toyed with having critical hits deal lingering wounds as well. It'd be a fare alternative to the current minion-fix we have where minions do double damage on a crit. Even something as simple as having -1 to all attack rolls, checks, defenses, and your maximum healing surges per day would be a problem players would look out for. Fixing that could require multiple days of bed rest and heal / endurance checks, restorative rituals, or a few applications of healing powers that don't spend your own healing surges. Indeed. - Marty Lund [/QUOTE]
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