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Wounds/Conditions rules
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<blockquote data-quote="77IM" data-source="post: 4562136" data-attributes="member: 12377"><p>Another variant I've seen is that when you drop to 0 hp or below, you get a wound.</p><p></p><p>Under my system (still very much a work-in-progress: <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html</a>), wounds are usually voluntary on the part of the player receiving them. This is because suffering a wound is a major story element and I want players to retain control of their PC's personal story. (This idea originally came from the upcoming <em>A Song of Ice and Fire</em> RPG from Green Ronin.)</p><p></p><p>There's also the question: What is the point of getting a wound? What does it add to the game? To me, it adds a trade-off between short-term and long-term damage. Hit points and status effects (dazed, weakened, slowed, etc.) already do a good job of representing short-term injuries. They might cause you to lose the fight, but they go away after a short rest. A wound really shouldn't affect the current combat (at least, not any more so than hit point damage or regular status effects) but may provide a mechanism for hampering the character for a period of days or weeks. (This idea is from Kieth Baker, who was looking for a reason for the healers of House Jorasco to exist in a world where an extended rest cures all wounds.)</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4562136, member: 12377"] Another variant I've seen is that when you drop to 0 hp or below, you get a wound. Under my system (still very much a work-in-progress: [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html[/url]), wounds are usually voluntary on the part of the player receiving them. This is because suffering a wound is a major story element and I want players to retain control of their PC's personal story. (This idea originally came from the upcoming [i]A Song of Ice and Fire[/i] RPG from Green Ronin.) There's also the question: What is the point of getting a wound? What does it add to the game? To me, it adds a trade-off between short-term and long-term damage. Hit points and status effects (dazed, weakened, slowed, etc.) already do a good job of representing short-term injuries. They might cause you to lose the fight, but they go away after a short rest. A wound really shouldn't affect the current combat (at least, not any more so than hit point damage or regular status effects) but may provide a mechanism for hampering the character for a period of days or weeks. (This idea is from Kieth Baker, who was looking for a reason for the healers of House Jorasco to exist in a world where an extended rest cures all wounds.) -- 77IM [/QUOTE]
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