Originally, I planned to update my “Modified Conditions” post from last month, but I found that as I continued to tweak and change them, they got farther and father away, and I finally decided it best to just create a new post with all the revisions. These house rules will replace the Fourth Edition conditions.

You can also note that I’m using Sudden, Swift, Readied, Quick, and Instant actions, which you may recognize from the other games I’ve been designing. That’s because we’re headed toward an especially massive crossover/combination of the systems I’ve been doing design work on for the last several years.

I’ve done a couple things here: first of all, I’ve renamed a number of conditions so there are now six pairs of conditions with names that start with the same letter. This is part- mnemonic device for myself and for other players, and part- limiting the conditions to a fixed, and relatively easy to remember number.

The other thing I’ve done is remove all the conditions that reference numerical values. This is specifically designed to allow for powers to dictate exactly how much of which stats they effect, without forcing the player to refer to a list of conditions to see if a condition imposes a -2 penalty, or reduces their beloved stat to 2.

Battered (new)
* Can’t heal or otherwise regain hit points. Can still gain temporary hit points as normal unless otherwise restricted.

Bloodied (new)
* No inherent effect, other than to denote that you have fewer than half your maximum hit points remaining.

Confused (inspired by the “Fast Friends” bard attack)
* Can’t target creatures with attack powers. Can still target areas and objects as normal. Can still use non-attack powers as normal unless otherwise restricted.

Crippled (modified from the “blinded” condition)
* Can’t hit with attack powers. Can still deal damage as normal, unless otherwise restricted.

Dazed (modified from Sly Flourish)
* Can’t use reactions (readied, quick, or instant actions). Can still use free actions as normal unless otherwise restricted.

Disabled (inspired by Guild Wars)
* Can’t use encounter or daily powers. Can still use at-will powers as normal unless otherwise restricted.

Harried (replaces prone)
* Can’t run or charge. Can still move as normal unless otherwise restricted.

Helpless (modified from D&DI Compendium)
* Can’t use any actions, including free actions. Can’t use any powers.

Staggered (inspired by Guild Wars)
* Can’t gain temporary hit points, and can’t reduce damage taken from attack powers. Can still heal and regain hit points as normal, unless otherwise restricted.

Stunned (modified from D&DI Compendium)
* Can’t use sudden or swift actions. Can still use standard and free actions as normal unless otherwise restricted.

Weakened (modified from D&DI Compendium)
* Can’t deal damage with attack powers. Can still target with powers and hit with attacks as normal, unless otherwise restricted.

Wounded (modified from the “dying” condition)
* During an encounter, you must save against becoming helpless at end of each of your turns.

For those of you who wonder about falling prone and crawling, those have been given to the Acrobatics skill and Reflex defense, because that’s where they belong.

edit (12/5/2011): Slightly altered the dazed condition so all reactions are disallowed. This came about when I realized, due to action-swapping, restricting access to Quick and Instant actions meant nothing if access to Readied actions was allowed.