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Injury / Exhaustion / Energy Drain
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<blockquote data-quote="Yaarel" data-source="post: 7591991" data-attributes="member: 58172"><p>I finally had the time to follow your link. It is exactly what I have in mind here in this thread. The pdf turns out to be short and sweet. It reuses the Exhaustion table as an injury table. Each reduction to zero hit points accumulates a level of injury. Great minds think alike!</p><p></p><p>The system works as is.</p><p></p><p>My difficulty with using the Exhaustion table straightforwardly, is as follows.</p><p></p><p>• The second level, "speed halved", makes less sense if the injury is a broken nose. So I want to slightly tweak it. That is why the table here says, "possibly" speed halved.</p><p></p><p>• I would like the table to try model reallife medicine, as long as it is strictly simple. For example, a light cut or burn takes roughly seven days (plus or minus) to heal. A broken bone takes roughly seven weeks (plus or minus) to heal. To represent this, I have in mind the "Gritty" option for Resting, in the DMG. So the higher levels of Injury/Exhaustion also increase the length of a "long rest" that is required to remove the level.</p><p></p><p>• I would like the possibility of the combat game to represent the possibility of limb loss (or coma). But I want it to be rare. I dont particularly want a "gritty" game, but I want the possibility for a player to play a character who was disabled in combat, because I think that can be interesting for the social pillar.</p><p></p><p>• To represent the possibility of a limb lost in from a particular weapon attack, the Injury table here, has the death saves increase the possibility of high levels of exhaustion.</p><p></p><p>Maybe it is better to stick with one level per reduction to zero hit points. And not worry about the death saves. In hindsight, it might be better to treat injuries as an abstraction. Similar to the way, a player "spends" hit points to avoid real injury, the player can "spend" exhaustion levels to avoid bodypart loss. So one attack might hit the leg at zero hit points, and an other attack might hit the nose at zero hit points. But ultimately the accumulating injuries and pains and need for rest, are interfering with the combat effectiveness. While more vulnerable, the final injury might be catastrophic.</p><p></p><p>I appreciate the pdf. In the spirit of it, I will probably update the original post to remove the role of death saves. For the moment, I still want to have the levels in the Exhaustion table, to have alternatives to "speed" changes − for those injuries that dont significantly interfere with walking.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7591991, member: 58172"] I finally had the time to follow your link. It is exactly what I have in mind here in this thread. The pdf turns out to be short and sweet. It reuses the Exhaustion table as an injury table. Each reduction to zero hit points accumulates a level of injury. Great minds think alike! The system works as is. My difficulty with using the Exhaustion table straightforwardly, is as follows. • The second level, "speed halved", makes less sense if the injury is a broken nose. So I want to slightly tweak it. That is why the table here says, "possibly" speed halved. • I would like the table to try model reallife medicine, as long as it is strictly simple. For example, a light cut or burn takes roughly seven days (plus or minus) to heal. A broken bone takes roughly seven weeks (plus or minus) to heal. To represent this, I have in mind the "Gritty" option for Resting, in the DMG. So the higher levels of Injury/Exhaustion also increase the length of a "long rest" that is required to remove the level. • I would like the possibility of the combat game to represent the possibility of limb loss (or coma). But I want it to be rare. I dont particularly want a "gritty" game, but I want the possibility for a player to play a character who was disabled in combat, because I think that can be interesting for the social pillar. • To represent the possibility of a limb lost in from a particular weapon attack, the Injury table here, has the death saves increase the possibility of high levels of exhaustion. Maybe it is better to stick with one level per reduction to zero hit points. And not worry about the death saves. In hindsight, it might be better to treat injuries as an abstraction. Similar to the way, a player "spends" hit points to avoid real injury, the player can "spend" exhaustion levels to avoid bodypart loss. So one attack might hit the leg at zero hit points, and an other attack might hit the nose at zero hit points. But ultimately the accumulating injuries and pains and need for rest, are interfering with the combat effectiveness. While more vulnerable, the final injury might be catastrophic. I appreciate the pdf. In the spirit of it, I will probably update the original post to remove the role of death saves. For the moment, I still want to have the levels in the Exhaustion table, to have alternatives to "speed" changes − for those injuries that dont significantly interfere with walking. [/QUOTE]
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