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Switch to Forum Live View A good night's sleep cures everything?
5 years ago  ::  Feb 28, 2008 - 10:21PM #11
themocaw
Date Joined: Feb 18, 2008
Posts: 1,572
House Rule possibility unless it's handled elsewhere in the system: being dropped to negative HP causes your Max HP to drop by one level-up's worth (5hp for the example of the rogue). You recover your Con modifier in Max HP for every day of full rest, or one point for every 6-hour rest, a week's worth of normal activity, or a month's worth of strenuous activity/combat.

In terms of fluff: normal HP damage could represent exhaustion and winding, being dropped to "bloodied" could be a heroic flesh wound, and being dropped to negative HP is a hit that takes you out of the fight and saps your stamina.
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5 years ago  ::  Feb 28, 2008 - 10:28PM #12
D1Tremere
Date Joined: Sep 12, 2004
Posts: 1,248

Marcus Majarra wrote:

Heh, it sort of reminds me of the lesson I learned playing Fire Emblem. I kept wondering where I had to go to revive my fallen characters, only to realize that they were gone for GOOD.


Ya, the Fire Emblem series is harsh...

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5 years ago  ::  Feb 28, 2008 - 10:37PM #13
Psionx
Date Joined: Sep 21, 2006
Posts: 974

themocaw wrote:

House Rule possibility unless it's handled elsewhere in the system: being dropped to negative HP causes your Max HP to drop by one level-up's worth (5hp for the example of the rogue). You recover your Con modifier in Max HP for every day of full rest, or one point for every 6-hour rest, a week's worth of normal activity, or a month's worth of strenuous activity/combat.

In terms of fluff: normal HP damage could represent exhaustion and winding, being dropped to "bloodied" could be a heroic flesh wound, and being dropped to negative HP is a hit that takes you out of the fight and saps your stamina.


See, now this is the kind of stuff 4e needs to start putting out to start drawing people back. This makes it less encouraging to just tank away with the looming possibility of being screwed for later encounters. However it should probably be proportional and not just if you go negative. It would still be a video game, but at least it would be a better made video game.

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5 years ago  ::  Feb 28, 2008 - 10:52PM #14
themocaw
Date Joined: Feb 18, 2008
Posts: 1,572

Psionx wrote:

See, now this is the kind of stuff 4e needs to start putting out to start drawing people back. This makes it less encouraging to just tank away with the looming possibility of being screwed for later encounters. However it should probably be proportional and not just if you go negative. It would still be a video game, but at least it would be a better made video game.


You could houserule up something for if you drop to bloodied. I'm going off of the assumption that only a hit that takes you out of combat is important enough to heal from: everything else just needs a pretty girl to tie up your shoulder wound while you grimace and make manly pained expressions

Even if there was something like this in D&D 4e, I don't think they'd show it off at DDXP, just like they didn't include rules for grappling and such in the preview info for 3.0

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5 years ago  ::  Feb 28, 2008 - 10:56PM #15
Trailfoot
Date Joined: Aug 28, 2006
Posts: 2,367

themocaw wrote:

House Rule possibility unless it's handled elsewhere in the system: being dropped to negative HP causes your Max HP to drop by one level-up's worth (5hp for the example of the rogue). You recover your Con modifier in Max HP for every day of full rest, or one point for every 6-hour rest, a week's worth of normal activity, or a month's worth of strenuous activity/combat.

In terms of fluff: normal HP damage could represent exhaustion and winding, being dropped to "bloodied" could be a heroic flesh wound, and being dropped to negative HP is a hit that takes you out of the fight and saps your stamina.


I rather like this. Might use it in games where I want injury to be a factor.

Not my main game, which I want to be hugely cinematic - the current plan is for it to end with a fight against a god - but other, more down-to-earth games.

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5 years ago  ::  Feb 28, 2008 - 11:01PM #16
Sojorn
Date Joined: Feb 26, 2008
Posts: 189

Trailfoot wrote:

I rather like this. Might use it in games where I want injury to be a factor.

Not my main game, which I want to be hugely cinematic - the current plan is for it to end with a fight against a god - but other, more down-to-earth games.


Actually, it's also got me wondering how many variant rules will be included in 4th core.

A big feature of the D&D core books is the little sidebars that say things like "So you want a grittery game?"

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5 years ago  ::  Feb 28, 2008 - 11:08PM #17
Mousse
Date Joined: May 29, 2001
Posts: 143
We've always basically done this in our groups anyway. The tedium of managing the pathetic rest healing and healing spell slots just gets tiring. Consider this a chime in for heroes are heroes, and only something really critical should down them for that long.
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5 years ago  ::  Feb 28, 2008 - 11:10PM #18
Trailfoot
Date Joined: Aug 28, 2006
Posts: 2,367
Plus, the moment a smart group with somebody who has UMD of CLW on their spell list gets 750 GP, day-to-day HP in 3.5 ceases to matter anyway.
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5 years ago  ::  Feb 28, 2008 - 11:44PM #19
wickederror
Date Joined: Jul 21, 2007
Posts: 374
LOL @ blow to their inner-child!
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5 years ago  ::  Feb 29, 2008 - 12:09AM #20
Lina_Inverse
Date Joined: Apr 19, 2001
Posts: 835

Oxlar wrote:

T
Wake up people!!! This is MMO. This is video game. Have your battle then sit down for a few ticks and maybe eat some rations to improve your regeneration rate.


Since most MMOs are D&Ds little kids, meh.
Fact is worrying about hp between days is just an annoyance, game first game second game only.

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