PDA

View Full Version : 3rd Ed Injury (UA Variant) and Warforged



tedcahill2
2017-08-23, 08:51 AM
Just started a game last weekend that's using the injury variant from UA, additionally one of the players chose to be a warforged. Since injury is a variant, and it was written before warforged were a thing, there is no rule to cover them under the system.

Normally in this system, when you miss too many injury checks, you drop to a dying status. Even in that dying status there's a chance you can save out of it, with a very good fort save. Warforged, however, shut down when they drop below 0 HP.

How would you handle this under the injury variant?

Necroticplague
2017-08-23, 09:15 AM
Just started a game last weekend that's using the injury variant from UA, additionally one of the players chose to be a warforged. Since injury is a variant, and it was written before warforged were a thing, there is no rule to cover them under the system.

Normally in this system, when you miss too many injury checks, you drop to a dying status. Even in that dying status there's a chance you can save out of it, with a very good fort save. Warforged, however, shut down when they drop below 0 HP.

How would you handle this under the injury variant?

The way I see most consistent with the rules as they normally work: When disabled, a warforged doesn't risk injury when taking a standard action (though they are made disabled normally). When they would be Dying, they are instead automatically stabilized and unconscious. Since warforged can't heal lethal damage naturally, severe damage could leave them unconcious for quite a bit until someone either heals them or repairs them.

Fouredged Sword
2017-08-23, 10:49 AM
Yeah, I would just give them vitality as normal. Let them recover vitality normally, but wound points would need to be repaired by craft or magic. All healing spells, vitality or wound healing, should still have the penalty per the standard warforged rules.

Basically they act as normal, but don't heal actual damage naturally and are less responsive to healing spells.

tedcahill2
2017-08-23, 10:59 AM
Yeah, I would just give them vitality as normal. Let them recover vitality normally, but wound points would need to be repaired by craft or magic. All healing spells, vitality or wound healing, should still have the penalty per the standard warforged rules.

Basically they act as normal, but don't heal actual damage naturally and are less responsive to healing spells.

I think you're thinking of the Wounds/Vitality variant. The Injury variant is different.

In case anyone was curious multiple combats down and it's worked really well so far.