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| #1BluntaxeJun 19, 2008 8:29:33 | Some of our group wasn't too keen on the idea of getting fully healed overnight, particularly at the heroic level, so I came up with the below. I don't know if we'll use it or something else, but I thought I'd drop it here for thoughts or potential improvements (some of the wording could probably be better).
Deep Wound - A deep wound is equal to 1/4 your total hit points. These hit points can not be recovered until the deep wound is healed. The deep wound effectively reduces your maximum hit points for normal recovery only (it does not affect your bloodied score, or healing surge value). Any healing surge that would heal you to a level above the deep wound value is treated as temporary hit points. Each time you gain the bloodied status and/or dying status, you gain the deep wound status. The deep wound status can be gained multiple times.
Recovering from a Deep Wound.
1. After an extended rest the character may be treated with the healing skill to remove one deep wound status. The DC is based on the number of deep wounds and the character's level. 1 = Easy, 2 = Moderate, 3 = Hard (see Difficulty Class and Damage by Level chart of the DMG). If the player recovers from a deep wound he may use a healing surge to recover those hps normally.
2. If a character receives healing from divine power source (ie Cure Light Wounds) the player may make a saving throw to recover from 1 deep wound status.
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| #2masteraaronJun 19, 2008 9:18:46 | I would recommend changing it so that characters only gain deep wounds upon the dying condition. From playtesters I've talked to, it sounds like you will hit bloodied fairly frequently at any level; there are so many monsters and so many rounds that it's nigh-inevitable for some classes (especially defenders). |
| #3kenji508Jun 19, 2008 9:55:17 | You could just houserule that after you reach deep wound or lower you lose half your healing surges untill you recover. Basicly slowing the pace of the game without Crippling the pc's, forcing them to head home. |