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Injury / Exhaustion / Energy Drain
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<blockquote data-quote="Yaarel" data-source="post: 7592162" data-attributes="member: 58172"><p>I am updating the original post. The original original post is</p><p></p><p>[Sblock="here."]I want to use an all purpose Exhaustion table that can cover everything from fatigue, to broken arm, to vampiric energy drain, and so on. Mention the parts that you find helpful and suggest any improvements. I call it the ‘Injury table’, but I plan to use it for exhaustion too.</p><p> </p><p></p><p></p><p>Hit points work normally. They represent the ability to avoid damage. Halfway thru the hit points, the character looks ‘bloodied’. But once one hits zero hit points, a devastating injury occurs − that’s gonna leave a mark!</p><p></p><p>Each time a character reaches zero hit points, it always leaves some kind of scar to memorialize the incident. The type of scar depends on the type of injury: fire, cold, slash, etcetera.</p><p></p><p>Scars are scars. Word of Healing and Cure Wounds can close a wound, but they cannot remove the scar. Only spells of level 6 or higher can actually remove a scar, such as Regeneration, Heal, or a lower spell like Word of Healing that heightens up to spell slot of level 6 or higher.</p><p></p><p></p><p></p><p>The Dying condition means the possibility of the loss of life ... or limb.</p><p></p><p>The idea is. When a character fails ‘death saves’, they dont normally die. They get injured! For example, an arm might get broken and take weeks to fully heal.</p><p></p><p>Instead of three failed death saves causes death. It actually takes seven. But each failure increases the level of injury. Make all of these rolls at the same time as the injury so as to describe the nature of the injury.</p><p></p><p></p><p></p><p><strong>Attempting to Use the Injured Bodypart</strong></p><p>Failure 1 (light): disadvantage on ability check</p><p>Failure 2 (moderate): disadvantage on attack, possibly half speed</p><p>Failure 3 (serious): disadvantage on save (short rest 8 hours, long rest 7 days)</p><p>Failure 4 (critical): automatically fail check, attack, and save (short 7 days, long 7 weeks)</p><p>Failure 5 (catastrophic): nonfunctional, possibly speed 0 (short 7 weeks, long 1 year)</p><p>Failure 6 (destroyed): permanently nonfunctional or amputated (possibly coma)</p><p>Failure 7 (death)</p><p></p><p>Note, even a leg injury might cause death because of internal bleeding or so on.[/sblock]</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7592162, member: 58172"] I am updating the original post. The original original post is [Sblock="here."]I want to use an all purpose Exhaustion table that can cover everything from fatigue, to broken arm, to vampiric energy drain, and so on. Mention the parts that you find helpful and suggest any improvements. I call it the ‘Injury table’, but I plan to use it for exhaustion too. Hit points work normally. They represent the ability to avoid damage. Halfway thru the hit points, the character looks ‘bloodied’. But once one hits zero hit points, a devastating injury occurs − that’s gonna leave a mark! Each time a character reaches zero hit points, it always leaves some kind of scar to memorialize the incident. The type of scar depends on the type of injury: fire, cold, slash, etcetera. Scars are scars. Word of Healing and Cure Wounds can close a wound, but they cannot remove the scar. Only spells of level 6 or higher can actually remove a scar, such as Regeneration, Heal, or a lower spell like Word of Healing that heightens up to spell slot of level 6 or higher. The Dying condition means the possibility of the loss of life ... or limb. The idea is. When a character fails ‘death saves’, they dont normally die. They get injured! For example, an arm might get broken and take weeks to fully heal. Instead of three failed death saves causes death. It actually takes seven. But each failure increases the level of injury. Make all of these rolls at the same time as the injury so as to describe the nature of the injury. [B]Attempting to Use the Injured Bodypart[/B] Failure 1 (light): disadvantage on ability check Failure 2 (moderate): disadvantage on attack, possibly half speed Failure 3 (serious): disadvantage on save (short rest 8 hours, long rest 7 days) Failure 4 (critical): automatically fail check, attack, and save (short 7 days, long 7 weeks) Failure 5 (catastrophic): nonfunctional, possibly speed 0 (short 7 weeks, long 1 year) Failure 6 (destroyed): permanently nonfunctional or amputated (possibly coma) Failure 7 (death) Note, even a leg injury might cause death because of internal bleeding or so on.[/sblock] [/QUOTE]
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