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| #1sandrueJun 20, 2008 0:12:40 | hi. this is my first post here. haven't got to play 4e yet; but i got the books and i really like what i see so far. the heroes recover all hp in one night thing bugged me a bit, so i sketched out a house rule. works like disease mechanics. *********************************** SERIOUSLY WOUNDED trigger: you took damage from a critical hit or a fall AND your remaining hit points are below your bloodied value. make an endurance check after an extended rest. DC improve:15+, maintain:14-10, worsen: 9- *you do NOT add 1/2 lvl as a bonus to this endurance check. (even the mightiest hero is not immune to infection, inner bleeding, etc.) *every 24 hours passed without an extended rest gives -2 penalty. *a successful heal check gives +2 bonus *magical healing automatically improves your condition by one step *see below conditions: HEALED <> your wound is much better, but it can get worse if you don't tend to it. no penalties except see below. <> initial condition, your wound is distracting you due to pain (-2 to all checks) <> wound is infected, you are feverous and disoriented (slowed,weakened,-2 to all checks) <> your fever worsens, rendering you unconscious. unconscious <> DEAD constant effect until healed: whenever you roll a natural 1 in a check involving a physical task, your wound reopens (your not fully mended bone rebreaks, etc.). You take 5 ongoing damage (save ends, successful heal check ends) You take -2 on your next endurance check. *********************************** so what do you think? too complicating, too damaging? as i said i haven't played yet, so i don't know how the numbers work out exactly, but the necessity to tend to your wounds and resting after a big battle add flavor i guess ![]() hope my english is not too sloppy;) have fun! |
| #2ninetailJun 20, 2008 1:07:39 | Honestly, it seems like unnecessary bookkeeping and punishing the players for having bad luck. (Taking a crit is bad enough without tacking all this on.) It's mostly going to be an annoyance, except it restores the old "now the cleric burns all his spells and we have to rest again for him to be useful" mechanic. Except that it could also be the paladin burning all his healing surges, which is no better. If your group thinks it would be fun, go for it. I'd stay away though. |
| #3sandrueJun 20, 2008 2:00:25 | maybe using this instead of or complemeting the save vs death system. (below 0 hp) i like the abstraction the hp system makes, gives more room to imagination and narrative during battles. but the kind of feel i'm going for is less like star wars duels with lots of fancy moves ending with a finishing strike, but more like 13th warrior, where during the final battle buliwyf chooses to stand with his companions even though he could barely stand. what i want to prevent is the feeling that no matter how badly beaten or spent you are, you'll be right as rain with a good nights sleep. anyways, won't be too much an issue with my group but it'd be good to have something tangible to refer back to. just brainstorming thanx for the input. |
| #4FireclaveJun 20, 2008 2:34:49 | ...but the kind of feel i'm going for is less like star wars duels with lots of fancy moves ending with a finishing strike, but more like 13th warrior, where during the final battle buliwyf chooses to stand with his companions even though he could barely stand. what i want to prevent is the feeling that no matter how badly beaten or spent you are, you'll be right as rain with a good nights sleep. If you want a grittier feel, I suggest is to make natural healing less abundant. You could do this by 1) reducing hp recovered by an extended rest from full to healing surge's worth or lower and 2) making healing surges recover at a much slower rate, perhaps only one or two per day instead of completely refreshing after an extended rest, and recovering healing surges requires your HP to be completely full. They above would make your game much gritter than core without adding new mechanics or extra checks. Your warriors can fight epically long into the night, but they will find battle whittling away at their vitality as cuts and scrapes become flesh wounds and shattered bones (read: running out of healing surges), and even the mightiest of heroes can be bedridden for days (read: no healing surges left and need to recover hp naturally at a much slower rate). Disclaimer: I'm still reading through my 4e books, so I can't guarantee the usefulness of the above suggestion. |
| #5sandrueJun 20, 2008 3:10:31 | i considered altering with healing surges too, but some powers needs you to use them to heal others (e.g. lay on hands), so i stayed away from it(and i don't know how they work in-game yet ). the new system for disease is very appealing to me, i thought it would work well for injuries too, you keep your wounds clean, lest they become infected (a la gladiator). it may get better, iy may get worse. stuff like that. it's not a new mechanic really, call it another disease. anyways, it will be a decision we'll come together with the group, and there are many other suggestions for this issue around this forum.i've altered the first version a bit: SERIOUSLY WOUNDED trigger: you are dropped to or below 0 hit points due to a critical hit or falling damage. make an endurance check after an extended rest. DC improve:15+, maintain:14-10, worsen: 9- *you do NOT add 1/2 lvl as a bonus to this endurance check. (even the mightiest hero is not immune to infection, inner bleeding, etc.) *every 24 hours passed without an extended rest gives -2 penalty. *a successful heal check gives +2 bonus *magical healing automatically improves your condition by one step conditions: HEALED <> initial condition, your wound is distracting you due to pain (-2 to all checks) <> wound is infected, you are feverous and disoriented (slowed,weakened,-2 to all checks) <> your fever worsens, rendering you unconscious. unconscious <> DEAD |