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3 years ago ::
Dec 21, 2009 - 6:08PM
#491
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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I'm not so sure about the "recuperation" part of the name. That makes it sound like you can cash in points to recuperate damage. Other than that I like it. Maybe convalescence points or exhaustion points...something along those lines?
Funny you should mention it. After posting the idea, I was thinking the name doesn't convey the right tone. I also thought "Convalescence Points" would be a better name. Also, if you want an even grittier recuperation, add a Convalescence Point every time a character is bloodied!
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3 years ago ::
Dec 21, 2009 - 7:06PM
#492
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Date Joined:
Apr 12, 2008
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Funny you should mention it. After posting the idea, I was thinking the name doesn't convey the right tone. I also thought "Convalescence Points" would be a better name. Also, if you want an even grittier recuperation, add a Convalescence Point every time a character is bloodied!
I was also thinking about the part where you said, "A character whose RPs exceed half his surges is slowed and dazed. A character whose RPs are less then or equal to half of his surged is simply dazed. ". If you would also get them every time you're bloodied, the chance of them exceeding half your surges could be pretty high. That would put you at slowed and dazed until, I assume, they again exceed the halfway point, at which time you would just be dazed. That could get really gritty really quickly. I like it. Alot.
In fond memory of Mark "Wrecan" Monack.
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3 years ago ::
Dec 22, 2009 - 2:09AM
#493
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Date Joined:
Jun 19, 2008
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Adding things for the bloodied condition is not a good idea if you wish to use other parts of 4e as they are. Some characters get bonuses from being bloodied and you are making those abilities poorer if you give some lasting disadvantage each time the character gets bloodied.
Same thing goes with recovering only a few healing surges at a time. It promotes healing that does not require surges. That might be a non-issue, but it will certainly channel character options towards things that let you heal without surges (regenerating powers etc.).
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3 years ago ::
Dec 22, 2009 - 4:34AM
#494
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Date Joined:
Dec 18, 2007
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Myself I use the disease mechanic for injuries. Characters that have fallen to 0 HP or below in an encounter has the chance after the encounter to get "infected" by the injury (aka saving throw) and suffer the initial effect of the disease, which can get worse if you don't succed on the Endurance or Heal checks.
Injury The target is cured < Initial Effect: Lightly wounded; Opponents can score critical hits against you on 19-20 <> Moderately wounded; Whenever you use a daily power, you take damage equal to your healing surge value <>Final state: Seriously wounded; Your healing surges per day drop to half In addition, you continue to make Endurance check each extended rest. If you roll lower than the Stable DC, you die from your wounds.
Penalties to attacks and defenses is just frustrating, so I try to avoid those. One could also expand this method to particular parts of the body, I myself though prefer less bookkeeping and simply hav injured or uninjured.
I also have that characters dropping to exactly their negative bloodied value doesn't die outright but is subject to death save throw (and additional damage kills ofc) plus that they suffer permanent damage such as limb loss or gouged eye or anything.
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3 years ago ::
Dec 22, 2009 - 4:37AM
#495
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Adding things for the bloodied condition is not a good idea if you wish to use other parts of 4e as they are. Some characters get bonuses from being bloodied and you are making those abilities poorer if you give some lasting disadvantage each time the character gets bloodied.
Same thing goes with recovering only a few healing surges at a time. It promotes healing that does not require surges. That might be a non-issue, but it will certainly channel character options towards things that let you heal without surges (regenerating powers etc.).
Under my Convalesce Points system, there's no restriction on gaining back healing surges. You get them all back after an extended rest. Yes, charactrs who intentionally keep themselves bloodied for mechanical bonuses will have a longer convalescense. I don't necessarily think there's anything wrong with this. Remember that convalescence is something that happens betwen adventures. It's just a mechanic for figuring out how long you need to rest up after encounters. The characters who remain bloodied probably don't need to do a lot of ritual shopping and transcribing, so it's okay if the barbarian spends a lot of time in-between adventures licking his wounds. He'd also be the character who would train in Endurance to make sure he can get himself back to the tavern before collapsing into a coma.
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3 years ago ::
Dec 22, 2009 - 5:37AM
#496
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Date Joined:
Jun 21, 2006
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Something to keep in mind...
The problem with representing fatigue, etc is that HP does not work that way.
100 hp and 1 hp all function pretty much the same. You move just as fast, hit just as hard, and generally get along doing your thing. The only difference is the Bloodied condition, which has its riders and effects and whatnot.
It might work, if you wanted to represent massive injury, to treat the character as Bloodied for various effects that key off of their level of fatigue/damage/hurt that the condition represents. Not a complete solution, mind you, but a start.
Exactly. D&D has never, ever had HP represent more than the abstract condition of your character.
The game we play has exhaustion points...separate from hits... but we don't use them. It actually gets in the way of fun and is more bookkeeping for little gain. But that game also has detailed wounds, and one usually perishes from wounds before their hits get to 0...
It's definatly possible to add your own mechanic, such as exhaustion points, or wound points or something like that, but making it fit to the edition you're playing can be a challenge, and make sure it's worth the extra bookkeeping as well, otherwise it's not really adding anything!
If anything I say is wrong, clueless or spelt incorrectly, it is because, I am, in general, wrong, clueless and... Well, I'm usually spelt correctly.
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3 years ago ::
Dec 22, 2009 - 1:39PM
#497
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Date Joined:
Mar 17, 2003
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By the way, if anyone's interested, here's a link to the Blog post where Mike Mearls outlined the system of lasting injuries: community.wizards.com/go/thread/view/758.... Since everyone's talking about it, and all.
Chandrak's awesome solutions to the 5-minute workday 'problem'Seeing as there is a disconnect between balance (quantifiable) and fun, (subjective and personal) discussing fun in a thread about balance because you find one system more enjoyable than another is as helpful as discussing religion in a thread about architectural engineering because you think cathedrals look prettier than outhouses.
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3 years ago ::
Dec 22, 2009 - 2:23PM
#498
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Date Joined:
Jun 16, 2007
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If you want a mechanic to make damage something that doesn't get brushed off after a good night's rest, couldn't you just say that you don't heal much, if at all, during an extended rest? It'd force PCs to spend healing surges to heal, and in that way they'd feel crappier the next day. It'd be such a simple mechanic that you wouldn't even need to augment the rules at all.
Except maybe make some dinky chart like 3.5 had to list your natural healing rate.
I don't use emoticons, and I'm also pretty pleasant. So if I say something that's rude or insulting, it's probably a joke.
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3 years ago ::
Dec 23, 2009 - 7:25AM
#499
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Date Joined:
Oct 23, 2008
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I like the simplicity of the current system, and of course the fact that you do not need a healbot to think about getting out of bed and going on an adventure. The game I run tends to be pretty fast paced. I like it that way and the healing surge system supports the high fantasy, push past the limits of a normal person, and keep on fighting when you shouldn't be able to any more idea.
Though if you are set on changing the system to meet some preconceived notion of reality or just to make the game a little grittier go for it. But I think that many of the proposed systems just have to much to track, I would make a much simpler system. Something like this maybe: If you get hit by a critical tally a mark, if you fail a death save tally a mark, if you roll a 20 on a death save remove a mark. At the end of an extended rest you have regained your healing surges minus the number of marks, and reset your mark counter. and if you want to add more, if the marks are equal to or greater than half your surges you are slowed until another extended rest or something like that.
thoughts?
"The great epochs of our life come when we gain the courage to rechristen our evil as what is best in us." - Friedrich Nietzsche
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3 years ago ::
Dec 23, 2009 - 7:32AM
#500
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Date Joined:
Apr 23, 2009
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I like the idea of having "ticks" (marks are used too damn often already) represent a character's fatigue catching up with them. Slowed is a SERIOUSLY significant condition sometimes, though. It's not just 2 squares per move action, it's move 2 squares per round, regardless of how many move actions you spend - or at least that's how I read it. Instead, maybe when your total ticks equal your number of surges per day, you have to make a saving throw each time you're bloodied, and if you fail three, you fall unconscious and start dying.
The original core books said that this was our game too. It doesn't feel like that anymore.
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