House Rule: Critical Hits and Wounding

Post/Author/DateTimePost
#1

WriterAtLarge

Jun 13, 2008 22:00:34
Consider this house rule for me, and offer up your opinion ...

Critical Hits and Wounding

A critical hit not only causes maximum damage, but the damage is wounding damage. Wounding damage cannot be “rested” away, nor can a standard healing surge restore those HPs. The player is actually physically hurt, not just winded or dispirited. Only two things can generally restore wounding damage:

1) Time. Like any good flesh wound, the damage will eventually heal. Each day of rest or minimal activity (no adventuring!) restores a number of HP equal to the PC's CON bonus.

2) Magical healing. Any power or ritual that restores hit points without expending a healing surge as its method of healing will restore the hit points. For example, Healing Word would not cure wounding, but Cure Light Wounds would.

Thoughts?

--W@L
#2

brainstem

Jun 14, 2008 0:28:38
Unnecessary. You're bringing bookkeeping into a game that's meant to reduce it. Now, whenever critical hits happen, you have to keep track of how much is "wounded" damage and how much isn't, then you'd probably have to work out a way to represented "wounded" damage in the HP itself.

That said, if you want to go this route, treat it like Vitality/Wounds in Star Wars pre-Saga. Make the HP for your class the Vitality points and the character's Constitution score as their Wound points. Critical Hits don't deal maximum damage, but damage is applied directly to the Wound points rather than Vitality points. Any critical hit that deals enough damage to take out all Wound points in one shot is an automatic kill, otherwise use the same Death rules as in the DMG.