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<blockquote data-quote="77IM" data-source="post: 4536543" data-attributes="member: 12377"><p><strong>Alternate (simpler?) rules</strong></p><p></p><p>Here's an alternate set of rules. These attempt to make suffering a wound into a "desperation move." If you're going to die or you're in a super tough fight, it may be better to take the hit points now and suffer the long-term effects of the wound.</p><p></p><p> -- 77IM</p><p></p><p></p><p><strong><u><span style="font-size: 15px">Wounds</span></u></strong></p><p></p><p><strong>SUFFER WOUND: Not an action</strong></p><ul> <li data-xf-list-type="ul"><strong>At Any Time:</strong> You don't need to be conscious to suffer a wound. You can suffer a wound in response to an enemy's attack, or when you are about to die, or during your turn. You can't suffer a wound once you are dead, or if you are at full hit points, or if you are out of healing surges.</li> <li data-xf-list-type="ul"><strong>Spend a Healing Surge:</strong> You spend a healing surge and regain hit points equal to your surge value, as normal. However, you can choose to heal fewer hit points; the amount of hit points you heal factors into the wound recovery DC (below). You can't suffer a wound if you are out of healing surges.</li> <li data-xf-list-type="ul"><strong>Dazed:</strong> You become dazed (save ends).</li> <li data-xf-list-type="ul"><strong>Gain a Wound:</strong> You gain a wound, but don't suffer any of its effects until <em>after</em> you have taken a short rest. (Adrenaline keeps you going after you recover from being dazed.) Record the wound, and number of hit points that you healed as a result of gaining the wound.</li> </ul><p></p><p><strong><u>Wound Effects</u></strong></p><p>You suffer a -1 penalty per wound to all attack rolls, skill checks, ability checks, saving throws, speed, and your maximum number of healing surges. This is cumulative; if you have 3 wounds, you suffer a -3 penalty.</p><p></p><p><strong><u>Wound Recovery</u></strong></p><p>After an extended rest, you may make an Endurance check to recover from one of your wounds. You don't need to attempt a recovery check if you don't want to. Another character can use the Heal skill to tend your wound; use their Heal check result or your Endurance result, whichever is higher.</p><p></p><p>The DC of the wound check is based on the number of hit points you healed when acquiring the wound.</p><p></p><p><strong>Wound Recovery DC = 10 + half the number of hit points you healed when you suffered the wound</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Success:</strong> If you succeed on three wound recovery checks for the same wound, that wound is cured; you lose the wound and no longer suffer its penalties. These success don't need to be consecutive, but each one comes from a separate recovery check (so you need at least three extended rests to cure a wound, assuming you succeed on each recovery check).</li> <li data-xf-list-type="ul"><strong>Failure:</strong> If you fail on three wound recovery checks, that wound is permanent, and you can no longer make recovery checks to attempt to cure it (although it can still be cured by the Cure Wound ritual). However, you no longer suffer any penalties from this wound, except for the penalty to your maximum number of healing surges.</li> <li data-xf-list-type="ul"><strong>Multiple Wounds:</strong> You can only make one recovery check for one wound per extended rest. Track the successes and failures for each wound separately.</li> </ul><p></p><p></p><p><strong><em>Example:</em></strong></p><p>Hrothbert the 6th-level dwarf is bleeding out, felled by an elite orc shaman and his followers. The fight is going badly for his party, but they're out of <em>healing words</em>. Hrothbert decides to wrench himself off the ground and get back into the game! He heals his surge value (15 hit points) and stands up, dazed. His presence makes enough of a difference in the fight for the party to be victorious!</p><p></p><p>After a short rest, Hrothbert suffers the effects of his wounds: -1 to pretty much everything. The group trudges back to town so Hrothbert can start taking extended rests at the inn. After each one, he makes an Endurance check, DC 17 (1/2 of 15 = 7, +10 = 17). Over four days of resting, he fails the first check, succeeds on the next two, and then fails the fourth. On the fifth day, Hrothbert must decide whether to even attempt the recovery check. If he succeeds, he's cured of that wound forever. If he fails, he's stuck with reduced healing surges until he can get magical aid. Maybe he should forgo his recovery check tonight, and seek out someone with a decent Heal modifier to help on his final check?</p><p></p><p></p><p>...</p><p>This version of the rules does away with the disease-track and instead tracks successes (kind of like a personal mini skill challenge). I like this because it means that the fastest any character can cure themselves is 3 rests, and I think it better represents the flow of a wound: wounds never get worse over time, they either go away or become a permanent nuisance.</p><p></p><p>Also, I did some math and it turns out that 1/2 your surge value (which is 1/8 your hit points) advances at a rate that is reasonably similar to your Endurance modifier. Plus, high-HP characters are likely to have a good Endurance, and vice-versa, providing some natural balancing between the tough fighter and frail wizard (so that recovery checks are never too easy or too hard for any character).</p></blockquote><p></p>
[QUOTE="77IM, post: 4536543, member: 12377"] [b]Alternate (simpler?) rules[/b] Here's an alternate set of rules. These attempt to make suffering a wound into a "desperation move." If you're going to die or you're in a super tough fight, it may be better to take the hit points now and suffer the long-term effects of the wound. -- 77IM [B][U][SIZE="4"]Wounds[/SIZE][/U][/B] [B]SUFFER WOUND: Not an action[/B] [LIST] [*][B]At Any Time:[/B] You don't need to be conscious to suffer a wound. You can suffer a wound in response to an enemy's attack, or when you are about to die, or during your turn. You can't suffer a wound once you are dead, or if you are at full hit points, or if you are out of healing surges. [*][B]Spend a Healing Surge:[/B] You spend a healing surge and regain hit points equal to your surge value, as normal. However, you can choose to heal fewer hit points; the amount of hit points you heal factors into the wound recovery DC (below). You can't suffer a wound if you are out of healing surges. [*][B]Dazed:[/B] You become dazed (save ends). [*][B]Gain a Wound:[/B] You gain a wound, but don't suffer any of its effects until [i]after[/i] you have taken a short rest. (Adrenaline keeps you going after you recover from being dazed.) Record the wound, and number of hit points that you healed as a result of gaining the wound. [/LIST] [B][U]Wound Effects[/U][/B] You suffer a -1 penalty per wound to all attack rolls, skill checks, ability checks, saving throws, speed, and your maximum number of healing surges. This is cumulative; if you have 3 wounds, you suffer a -3 penalty. [B][U]Wound Recovery[/U][/B] After an extended rest, you may make an Endurance check to recover from one of your wounds. You don't need to attempt a recovery check if you don't want to. Another character can use the Heal skill to tend your wound; use their Heal check result or your Endurance result, whichever is higher. The DC of the wound check is based on the number of hit points you healed when acquiring the wound. [B]Wound Recovery DC = 10 + half the number of hit points you healed when you suffered the wound[/B] [LIST][*][B]Success:[/B] If you succeed on three wound recovery checks for the same wound, that wound is cured; you lose the wound and no longer suffer its penalties. These success don't need to be consecutive, but each one comes from a separate recovery check (so you need at least three extended rests to cure a wound, assuming you succeed on each recovery check). [*][B]Failure:[/B] If you fail on three wound recovery checks, that wound is permanent, and you can no longer make recovery checks to attempt to cure it (although it can still be cured by the Cure Wound ritual). However, you no longer suffer any penalties from this wound, except for the penalty to your maximum number of healing surges. [*][B]Multiple Wounds:[/B] You can only make one recovery check for one wound per extended rest. Track the successes and failures for each wound separately.[/LIST] [B][I]Example:[/I][/B] Hrothbert the 6th-level dwarf is bleeding out, felled by an elite orc shaman and his followers. The fight is going badly for his party, but they're out of [i]healing words[/i]. Hrothbert decides to wrench himself off the ground and get back into the game! He heals his surge value (15 hit points) and stands up, dazed. His presence makes enough of a difference in the fight for the party to be victorious! After a short rest, Hrothbert suffers the effects of his wounds: -1 to pretty much everything. The group trudges back to town so Hrothbert can start taking extended rests at the inn. After each one, he makes an Endurance check, DC 17 (1/2 of 15 = 7, +10 = 17). Over four days of resting, he fails the first check, succeeds on the next two, and then fails the fourth. On the fifth day, Hrothbert must decide whether to even attempt the recovery check. If he succeeds, he's cured of that wound forever. If he fails, he's stuck with reduced healing surges until he can get magical aid. Maybe he should forgo his recovery check tonight, and seek out someone with a decent Heal modifier to help on his final check? ... This version of the rules does away with the disease-track and instead tracks successes (kind of like a personal mini skill challenge). I like this because it means that the fastest any character can cure themselves is 3 rests, and I think it better represents the flow of a wound: wounds never get worse over time, they either go away or become a permanent nuisance. Also, I did some math and it turns out that 1/2 your surge value (which is 1/8 your hit points) advances at a rate that is reasonably similar to your Endurance modifier. Plus, high-HP characters are likely to have a good Endurance, and vice-versa, providing some natural balancing between the tough fighter and frail wizard (so that recovery checks are never too easy or too hard for any character). [/QUOTE]
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