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Wounds: 4e Style - Calling for house rules
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7110960" data-attributes="member: 82106"><p>Right.</p><p></p><p>My current implementation has some things like this. Its like [MENTION=82504]Garthanos[/MENTION]' suggestion, a disease track implementation. I originally considered that 'wounds could only get better', but that may not be an absolute, you could MAKE them worse, as you suggest. However, I would make this a 'plot device'. So, the player simply chooses to make his wound worse, spends his inspiration (or a surge or whatever you want to do) and trades a single step increase in wound severity for advantage or some similar thing. I wouldn't have dice be involved in this decision at all.</p><p></p><p>I would recommend 4 wound levels. The first level, minor is simply a wound, it doesn't have any mechanical effect, or the effect is VERY limited at least. Its main purpose is to allow for a worsening condition. The second level, serious, has a basic penalty associated with it such as being slowed, losing a surge, or maybe something more wound-specific like -2 on ranged attacks, or whatever. The third level would be major, and this is fully debilitating. You can do things, but you have the cumulative effects of levels 1 and 2, plus they are worse or there's something serious on top of that, like disadvantage, being dazed, etc. The final level, permanent, simply makes the serious wound effect stick. If the wound's endpoint is death, then this is it. I'd consider condensing this to 3 levels for some wounds, perhaps even all of them.</p><p></p><p>Now you can play with your various practices, healing skill powers, healing magic of other sorts, etc. These can produce instant results, allow reduction of level 4 to fix permanent injury, give an immediate injury reduction check, etc. I don't really like the whole idea of checks governing worsening and recovery ala 4e's Disease chart. That was too much use of dice in a rather arbitary way to me. If there's some sort of question of a struggle to achieve healing, then make it an SC. Otherwise its just window-dressing and general "how things are" in the world, and thus a wound should simply recover at a specified rate (or maybe some wounds are simply not recoverable without help at all). If you do the things needed to get better, you get better. </p><p></p><p>As an extension of this, consider how this would work for diseases. These are things that CAN get worse and better, obviously. A disease is ALREADY a conflict in and of itself, and thus should be, or be part of, an encounter. Here healing should be governed by the SC rules. In effect a disease isn't far off from that already, but I think you could simply call the stages of a disease by number of SC failures. Once a requisite number of successes happens 'the fever breaks' or whatever and then recovery becomes assured, though it may still require some bed rest, etc. I'm not sure if this would all ideally lead to some redesign of the disease track, and how that might cast a different light on the wound track.</p><p></p><p>Finally I'd note that curses are also a type of 'affliction' which can and should use a similar mechanism. In fact I don't distinguish between a disease and a curse, all diseases are some form of malign magic and thus a type of curse.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7110960, member: 82106"] Right. My current implementation has some things like this. Its like [MENTION=82504]Garthanos[/MENTION]' suggestion, a disease track implementation. I originally considered that 'wounds could only get better', but that may not be an absolute, you could MAKE them worse, as you suggest. However, I would make this a 'plot device'. So, the player simply chooses to make his wound worse, spends his inspiration (or a surge or whatever you want to do) and trades a single step increase in wound severity for advantage or some similar thing. I wouldn't have dice be involved in this decision at all. I would recommend 4 wound levels. The first level, minor is simply a wound, it doesn't have any mechanical effect, or the effect is VERY limited at least. Its main purpose is to allow for a worsening condition. The second level, serious, has a basic penalty associated with it such as being slowed, losing a surge, or maybe something more wound-specific like -2 on ranged attacks, or whatever. The third level would be major, and this is fully debilitating. You can do things, but you have the cumulative effects of levels 1 and 2, plus they are worse or there's something serious on top of that, like disadvantage, being dazed, etc. The final level, permanent, simply makes the serious wound effect stick. If the wound's endpoint is death, then this is it. I'd consider condensing this to 3 levels for some wounds, perhaps even all of them. Now you can play with your various practices, healing skill powers, healing magic of other sorts, etc. These can produce instant results, allow reduction of level 4 to fix permanent injury, give an immediate injury reduction check, etc. I don't really like the whole idea of checks governing worsening and recovery ala 4e's Disease chart. That was too much use of dice in a rather arbitary way to me. If there's some sort of question of a struggle to achieve healing, then make it an SC. Otherwise its just window-dressing and general "how things are" in the world, and thus a wound should simply recover at a specified rate (or maybe some wounds are simply not recoverable without help at all). If you do the things needed to get better, you get better. As an extension of this, consider how this would work for diseases. These are things that CAN get worse and better, obviously. A disease is ALREADY a conflict in and of itself, and thus should be, or be part of, an encounter. Here healing should be governed by the SC rules. In effect a disease isn't far off from that already, but I think you could simply call the stages of a disease by number of SC failures. Once a requisite number of successes happens 'the fever breaks' or whatever and then recovery becomes assured, though it may still require some bed rest, etc. I'm not sure if this would all ideally lead to some redesign of the disease track, and how that might cast a different light on the wound track. Finally I'd note that curses are also a type of 'affliction' which can and should use a similar mechanism. In fact I don't distinguish between a disease and a curse, all diseases are some form of malign magic and thus a type of curse. [/QUOTE]
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