[RPG] way to make the damage system in 4e more like previous editions

damagednd-4ehealinghouse-rules

I have been playing 4e for almost 3 years now and have noticed that the average character has the capacity to take massive amounts of damage each day without any ill effects the next day. I have even worked out through math that the average fighter can, over the course of one day, take almost four times his hit points in damage and still be at full health at the end of the day. That is without counting in the fact that leader types grant even greater levels of damage-taking abilities. Even if a character is at 1 hp at the end of the day, he wakes up at full hp and is ready to go as if nothing happened the previous day.

4e has no "carry over damage," unlike previous D&D editions that had damage heal slowly over time, with magic healing, and with potions.

It is not my intention to add a death spiral to D&D; that is not something that would be beneficial to the game and it would change the game entirely. What I am looking for is a way to adjust the healing and damage system in place to make it feel more like past editions.

Best Answer

First of all, this is not so much a problem, as a design decision. 4e is purposefully designed to let characters start afresh every morning, to make encounter design easier for the DM (and published adventures). Another thing worth noting is the fact that hit points are highly abstract, and don't necessarily represent physical damage characters sustain:

Hit points represent more than physical endurance. They represent your character’s skill, luck, and resolve—all the factors that combine to help you stay alive in a combat situation. - PHB293

In fact, as the term bloodied suggests, until the character has lost half of their hit points, they're not even that. With this out of the way...

Two ideas come to mind. One is to limit the amount of healing surges a character regains with each extended rest. Probably a flat value modified by sleeping conditions and available medical care, something along the lines of:

Everyone regains 3 healing surges after an extended rest. Following circumstances may increase this number:

+1 - Moderate Heal check / +2 - Hard Heal check

+1 - Moderate Endurance check / +2 - Hard Endurance check

+1 - Decent sleeping conditions (warm bed roll, rations & water) / +2 - Excellent sleeping conditions (hard bed, hot meal and grog)

These numbers, of course, are not at all tested, and can be modified according to your preferences. This doesn't really change the balance of the game, as long as you're careful with the number of encounters you throw at the tired party.

The second idea is to award a wound condition to a character every time they drop below 0 hp. Broken leg, -2 to speed. Fractured arm, -1 to attack rolls, etc. Each damage type could impose its own wound - WFRP had something along these lines, IIRC, and so can be used for inspiration. Healing these wounds may require time, ritual magic, or burning healing surges at the end of an extended rest (in which case these two can be combined). Note that this actually changes the way characters operate, and so should be approached with extreme caution.