Garthanos
Arcadian Knight
Does anyone have house rules for wounds they would care to share
How Wounds Work
Each wound has a progression, with positions 0 to 4;
When a character is wounded, their conditions start at position 1 or 2. If they reach position 0, the wound is cured. If they ever reach the rightmost position 4, the wound has reached its final state and its effects can only be removed by some special means that depends on the wound: Usually the level 4 Martial practices Meatball Surgery or Battlefield psychiatry will do the job, but sometimes their benefits may be limited. Field Psychiatry often temporarily suppresses set in Battle Trauma (psychic damage induced wound) temporarily and takes multiple applications. Immediate application of Meatball Surgery may even replace a lost limb, normally only incurred with a critical hit induced mortal wound ie one resulting in death saves for heroes .... but it must be applied within 10 minutes of the injury, note the alternative achieved by standard heal checks is cauterization (which may result in interesting pirate flavor for a hero).
Every wound-specific time increment (extended rest is most common), the player of the wounded character must make an endurance check to recover from the wound; another character may also make a heal check to try to treat the character the affected character uses the highest of their endurance check and any heal checks made on their behalf.
Each wound has two DCs. If the check used is greater than or equal to the high DC, the characters condition moves one position to the left on the wound track. If the check used is less than the low DC, the characters condition moves one position to the right on the wound track. If the check used is greater than or equal to the low DC but less than the high DC, the affected characters condition remains in its current state.
MASH references intentional... but temporary.
The above is basically just the disease track translated a little.
If a character is reduced below zero hit points their wound condition begins at 1 and at 2 if they fail a death save.
The concept of wound afflictions are to have them be generally passive state effects (perhaps reducing long distance travel rates or similar) but which become active when one engages in challenging situations... High and low rolls reflecting pushing oneself and or inept performance and the wounds become when aggravated by a roll of 1 or 2, 19 or 20, are temporary effects comparable of normal combat effects but perhaps varied by the current stage. Slowing, falling prone, weakness, generally with a save ends.
My current thought is to have powers that allow one to accept a wound to gain an effect, such as the classic running on an enemies weapon to enable you doing an even deadlier attack or simply accepting a wound in place of the hit point loss from a nasty attack.
How Wounds Work
Each wound has a progression, with positions 0 to 4;
When a character is wounded, their conditions start at position 1 or 2. If they reach position 0, the wound is cured. If they ever reach the rightmost position 4, the wound has reached its final state and its effects can only be removed by some special means that depends on the wound: Usually the level 4 Martial practices Meatball Surgery or Battlefield psychiatry will do the job, but sometimes their benefits may be limited. Field Psychiatry often temporarily suppresses set in Battle Trauma (psychic damage induced wound) temporarily and takes multiple applications. Immediate application of Meatball Surgery may even replace a lost limb, normally only incurred with a critical hit induced mortal wound ie one resulting in death saves for heroes .... but it must be applied within 10 minutes of the injury, note the alternative achieved by standard heal checks is cauterization (which may result in interesting pirate flavor for a hero).
Every wound-specific time increment (extended rest is most common), the player of the wounded character must make an endurance check to recover from the wound; another character may also make a heal check to try to treat the character the affected character uses the highest of their endurance check and any heal checks made on their behalf.
Each wound has two DCs. If the check used is greater than or equal to the high DC, the characters condition moves one position to the left on the wound track. If the check used is less than the low DC, the characters condition moves one position to the right on the wound track. If the check used is greater than or equal to the low DC but less than the high DC, the affected characters condition remains in its current state.
MASH references intentional... but temporary.
The above is basically just the disease track translated a little.
If a character is reduced below zero hit points their wound condition begins at 1 and at 2 if they fail a death save.
The concept of wound afflictions are to have them be generally passive state effects (perhaps reducing long distance travel rates or similar) but which become active when one engages in challenging situations... High and low rolls reflecting pushing oneself and or inept performance and the wounds become when aggravated by a roll of 1 or 2, 19 or 20, are temporary effects comparable of normal combat effects but perhaps varied by the current stage. Slowing, falling prone, weakness, generally with a save ends.
My current thought is to have powers that allow one to accept a wound to gain an effect, such as the classic running on an enemies weapon to enable you doing an even deadlier attack or simply accepting a wound in place of the hit point loss from a nasty attack.
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