Notices


Healing, Healing Surges, Death, and New Conditions

   
Healing, Healing Surges, Death, and New Conditions

How do you acquire surges and how is your surge total affected after an extended rest (ER)?

Simply not being at home during an extended rest is -1 surge that day.
Rough road/dungeon conditions is -2 surges that day and that is typical.
Significant wounds/diseases/negative conditions is -3 to -8 surges that day.

Endurance - DC 20 (optional to roll it)
Succeed by 5 - You loose 2 less surges
Succeed - You lose 1 less surge
Fail by <= 4 - You lose 1 more surge
Fail by 5 or more - You lose 2 more surges

The use of surges is different than in 4e.

Rules and their ramifications labelled [Optional] are not part of the Roll20 campaign (yet), but are included in the Emancipated campaign.

[Optional]There is a new condition: Messed up. It means you were taken to 0 HP. That status stays with a character until they roll an Endurance DC or Healing DC (each may be attempted once during an ER) based on the following:
Extended rest at home: 15
Extended rest in an Inn: 18
Extended rest on the road in undisturbed surroundings: 21
Extended rest on the road in dangerous conditions/with disturbance: 24
Bloodied condition adds 2
Disease/Curse/Ongoing damage adds 2
Using Heal and healing yourself adds 2
Other modifiers as situation dictates.
Success: Remove Messed Up condition
Fail by 5: lose 1 death save until messed up is fixed.
Fail by 10: Save or lose an additional death save until messed up is fixed.
Effects of Messed Up: All skill DCs are increased by 2 including heal and endurance but not including recovery from messed up. Attacks are at -2. Damage done is reduced by 2 (minimum 1). Saves are at -2. Speed is -2.

[Optional]There is a new condition: Wounded. It means that on any given hit you take damage >= your surge value. It is location specific on the body and each wound has specific negative modifiers. There is also a certain type of strike or power that has a keyword, wounding, that causes a wound. Wound removal is a function of Endurance and or Healing. Half of wound damage, rounded down, cannot be healed by simple healing. It is semi-permanent.
Effects of Wounded: Varies by wound location (see Wounds).

How can you spend a surge?

1) You have a second wind in combat.

2) After any combat and a short rest you may expend 1 surge with an Endurance DC on the following chart:
Short rest at home: 15
Short rest in an Inn: 18
Short rest on the road in undisturbed surroundings: 21
Short rest on the road in dangerous conditions/with disturbance: 24
Bloodied condition adds 2
Disease/Curse/Ongoing damage adds 2
Using Heal and healing yourself adds 2
Other modifiers as situation dictates.
Success: Spend a surge.
Fail by 5: Save or the situation worsens.
Fail by 10: The situation worsens.
Note: subsequent surges spent after additional short rests only add the target's Con modifier to hits. No bonuses from any source.

3) If a healer attends you as a focused action during a short rest (maximum wis modifier targets) and rolls > than the DC you may spend another surge. This can hurt.
Short rest at home: 15
Short rest in an Inn: 18
Short rest on the road in undisturbed surroundings: 21
Short rest on the road in dangerous conditions/with disturbance: 24
Bloodied condition adds 2
Disease/Curse/Ongoing damage adds 2
Using Heal and healing yourself adds 2
Other modifiers as situation dictates.
Success: Spend a surge.
Fail by 5: Save or the situation worsens.
Fail by 10: The situation worsens.
Note: subsequent surges spent after additional short rests only add the healer's Wis modifier to hits. No bonuses from any source.

Otherwise, you may not spend a surge until you take an extended rest as follows:

During an extended rest you heal using Endurance or Healing skill (each may be attempted once during an ER) as follows:
Extended rest at home: 13
Extended rest in an Inn: 16
Extended rest on the road in undisturbed surroundings: 19
Extended rest on the road in dangerous conditions/with disturbance: 22
Bloodied condition adds 2
Disease/Curse/Ongoing damage adds 2
Using Heal and healing yourself adds 2
Messed Up (as listed above) adds 2
Other modifiers as situation dictates.
Success: Spend a surge and add Con bonus of target(Endurance only) or Wis bonus of healer (Healing only).
Fail by 5: Save or the situation worsens.
Fail by 10: The situation worsens.

Healing Powers: All encounter healing powers for leaders are subtracted from a daily total. That total = 2X statistic as follows:
Cleric, Shaman - Wisdom (Holy Word, Healing Spirit)
Druid, Paladin - Half Wisdom (Touch of Life, Lay on Hands)
Warlord, Bard - Charisma (Inspiring Word, Majestic Word)
Within any encounter the healer can only cast the heal on the same person twice.
Changes to healing powers are as follows:
Holy Word - Ranged power - 5 for those of the flock and 2 for others.
Healing Spirit - Touch from shaman or spirit companion
Warlord - Ranged power - 8 only for those they lead
Bard - Ranged Power - 8 only for allies
Paladin - melee touch heals the highest of Wis, Cha, or Str with no surge spent.
Druid - melee touch heals highest of Wis, Con, or Dex with no surge spent.

Wounds - location and penalties:
All wounds have a first effect in the combat and a second effect that happens if the same body location is wounded again that lasts. All wounds are cumulative in effects. A double head wound results in unconsciousness until healed.
01-25 Right Arm 1st effect -2 with melee attacks, and to any affected skill/stat rolls (se) | 2nd effect save per extended rest to end.
26-50 Left Arm 1st effect -2 with off hand attacks/cumulative with above for 2 handed weapons | 2nd effect save per extended rest to end.
51-62 Right Leg 1st effect slowed(se) | 2nd effect -2 speed and to any affected skill/stat rolls save per extended rest to end.
63-75 Left Leg 1st effect slowed(se) | 2nd effect -2 speed and to any affected skill/stat rolls/cumulative with above, save per extended rest to end.
76-83 Abdomen 1st effect -5 max hits, -1 saves, -2 damage in melee | 2nd effect save per extended rest to end.
84-91 Chest 1st effect -10 max hits, -2 saves, -2 damage in melee | 2nd effect save per extended rest to end.
92-00 Head - 1st effect Dazed (se) | 2nd effect Dazed, -2 attack on all ranged and arcane/divine/primal, -2 all skill/stat checks, save per extended rest to end.

Healing Wounds:
Within heroic tier healers get a daily compliment of a power to heal wounds that requires a 5 minute short rest to use. They can do this 1X statistic as follows:
Cleric, Shaman - Wisdom
Druid, Paladin - Half Wisdom
Warlord, Bard - Charisma
Within any day, the healer can only cast the heal on the same person twice.
This heal power usually requires an implement and components that must be carried.
At Paragon tier the healer can do a wound heal on each person once.
At Epic tier the healer gains an additional 1X statistic uses of wound healing.

Death and surrounding conditions:
1. Death is possible and immediate when you reach negative hit points equal to your bloodied condition.
2. Death is also possible if, during any episode of consciousness, you make 3 failed death saves in a row.
3. If you are unconscious and not stable your condition is Dying.
4. While Dying you make death saves and keep them tallied.
5. While Dying if you make a death save your condition becomes Woozy, but you are still Dying as well.
6. When you become Woozy that starts an episode of consiousness. This resets your death save accumulation.
7. If you make a death save while Woozy, you become conscious with 2 THP.
8. If you fail a death save while Woozy you become Unconscious and resume accumulating failed death saves.
9. Immediately as your whole round's actions when you become Woozy you may crawl 1 square. If you make an Athletics check of 22 or an Acrobatics check of 20 or an Endurance check of 18 you can climb 1 square, crawl 2, or crawl into any 1 square (even heavy vegetation). You may not stand.

I forgot to mention that out-of-combat healing via magic is possible. It happens by Divine and Primal rituals and items like potions.

Feat support:

Feat - Surgeon - prerequisite - must have the healing skill. A surgeon is skilled with dealing with dangerous wounds that other healers shirk away from. This results is a -10 DC to the heal roll during short rests. A surgeon also adds their Int or Dex modifer to any healing they allow through the heal skill.

(This next one is 3 different feats)
Feat - Primal, Divine, or Arcane healing - prerequisite - must have the healing skill. Once after each combat and during a short rest as a part of the first healing attempt, a healer with this feat can use their source to heal a person with a similar source only at -10 DC to the heal roll. Such a healer also adds their primary magical statistic modifier to the healing to any healing they allow through the healing skill. So, for example, a shaman gets this bonus with a barbarian but not with a ranger.

Feat - Combat Medic - prerequisite - must have the healing skill. A combat medic can use a healing check to allow a target to burn a surge. But the amount healed is only equal to half the DC the medic attempts or the surge value of the target, whichever is lowest. Combat medic healing checks count as the first heal after combat, but, they can be accomplished in only 2 minutes as opposed to 5. Resting healing checks may still be performed after combat medic healing checks.

Common herbal remedies and divine healing in northern Ethon includes:

Acfan mushrooms - eaten raw these heal 1d6 hits each. They require an endurance DC of 14+2 per additional shroom. Up to 6 shrooms can be consumed in a minor action if they are in hand. If the roll is failed by up to 4 the healing is halved. If it fails by 5 or more each shroom only heals 1 point of damage.

Heirut Root - eaten raw these roots are risky. It takes a standard action to eat one. An endurance DC of 14 must be rolled. Success allows the eater to spend a surge and gain Con modifier additional hits. Eating Heirut as an action forces you to grant CA and allows an AOO. If the DC is made by 5 the root offers the eater d6 THP each round for 3 rounds. If the roll is missed by 4 or less the surge is spent and only 5 points are healed. If the DC is missed by 5 or more the surge is lost.

Spag Moss Compress - A healer may attempt to heal a wound with this moss. The DC is 16 Nature, or 20 Healing. The Moss takes a standard action to apply once it is in the hand and that is only after it is a compress. Making a compress from moss requires a lb of moss and 2 minutes time with a DC of 14 Nature or 20 healing. Miss be 4 or less fails but the only loss is time. Miss by 5 or more loses half the moss. When applying the moss, a miss of 4 or less causes half the healing effect. A miss of 5 or more does 1 point of damage and ruins that compress. If successful the compress heals a d4 damage. If successful by 5 the healer may add their wisdom bonus or the con bonus of the target.

Healing Draught - Used by healers of most faiths these generic blessed waters will heal. The DC is rolled when the potion is drunk. Drinking takes a minor action when the draught is already in hand. The DC is Heal 14. The draught heals d6 damage even when the roll is failed up to 4. After 5 the draught fails. On success the target may spend a surge and gain 6 THP (in addition to the d6). They gain no regular hits from the surge.

Devra's Tears - The best healing deity of the Haenish pantheon has a better healing draught. If administered by a trained healer the healer adds their wisdom to the d6. In addition the THP automatically adds the con modifier of the target as well.

Saltwater Draught - One of the few items produced by the bardic lore of the faith of Wyle, these draughts are preventative and must sought after. The DC is Heal 16 or Endurance 20. Once drunk the potion lends +2 to saves and regeneration 2 for the next 3 rounds. The regeneration works even if unconscious. Drinking takes a minor action when the draught is already in hand.

This is way cool

Ok so. New conditions and healing rules are in the first post. We are going to try it out. Good luck Dragoon!

ISSUES: This is playtesting. Many more monsters will have less hits, now and suffer wounds JUST LIKE YOU. Cool special effects. Should be fun playing a rogue. A lot for me to track (and you to). I will be coding the tracker to help us. Comments are welcome but we are going to give some version of this a shot.

Complicated for sure.... Looks interesting. I'm a little nervous how it will play out, as it seems likely that the majority of attacks will cause wounds (1d8+4 averages 8.5 which is a wound on a character with 35 or less hp, which is every first level character not con-based and toughness feared.)

Is it your intention for most hits to be represented by a wound? Or for the big hits to do so? If the latter, I would suggest using bloodied value instead of surge value as the determining factor in whether a hp loss results in a lasting damage effect.

Monster Manual monsters

Lvl 1 Goblin Cutter 4 damage
Lvl 1 Goblin Lurker d6+2
Lvl 1 Goblin warrior d8+2

Lvl 3 orc with greataxe d12+3
Lvl 4 lizardfolk hunter d8+3
Lvl 5 Greenscale Darter d6+1
Lvl 5 Gnoll bowman d10+4

Lvl 6 cave Bear d8+5

Probably be some evil series0 monsters also but some of these look easy.

Thinking this will be fine after level 1. The hits are going to go up fairly fast and at a certain point each point makes it exponentially less likely to ever happen.

The real danger is strikers as it should be.




 

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