Esker
Hero
You might have an easier time divorcing conditions from durations if you break up the existing conditions into their component ingredients, and try to assign some kind of point value to those ingredients. For example, most conditions consist of some combination of:
1. adv/disadv on ability checks
2. adv/disadv on attacks
3. adv/disadv on attacks against you
4. adv/disadv on a type of saving throw
5. auto-fail a type of saving throw
6. can't take an action
7. speed halved
8. speed reduced to zero
9. close range hits against you become crits
10. you can't see
11. you can't be seen
12. you can't hear
And then there are some conditional versions of these (e.g., frightened impairs your movement in a particular way that isn't a flat reduction to speed). We have
Blinded = (2)+(3)+(10)
Deafened = (12)
Grappled = (8)
Incapacitated = (6)
Invisible = (2)+(3)+(11)
Paralyzed = (3)+(5)+(5)+(6)+(8)+(9)
Petrified = (3)+(5)+(5)+(6)+(8)+(special)
Poisoned = (1)+(2)
Prone = (2)+(3*)+(7)
Restrained = (2)+(3)+(4)+(8)
Stunned = (3)+(5)+(5)+(6)
Unconscious = (3*)+(5)+(5)+(6)+(8)+(9)
Exhaustion 1: (1)
Exhaustion 2: (1)+(7)
Exhaustion 3: (1)+(7)+(2)+(4)+(4)+(4)
Exhaustion 4: (1)+(7)+(2)+(4)+(4)+(4)+(special)
Exhaustion 5: (1)+(7)+(2)+(4)+(4)+(4)+(8)+(special)
I would probably bin these ingredients into:
Trivial: (12)
Minor: (1), (4), (7)
Moderate: (8), (10), (11)
Major: (2), (3), (5), (9)
Severe: (6)
1. adv/disadv on ability checks
2. adv/disadv on attacks
3. adv/disadv on attacks against you
4. adv/disadv on a type of saving throw
5. auto-fail a type of saving throw
6. can't take an action
7. speed halved
8. speed reduced to zero
9. close range hits against you become crits
10. you can't see
11. you can't be seen
12. you can't hear
And then there are some conditional versions of these (e.g., frightened impairs your movement in a particular way that isn't a flat reduction to speed). We have
Blinded = (2)+(3)+(10)
Deafened = (12)
Grappled = (8)
Incapacitated = (6)
Invisible = (2)+(3)+(11)
Paralyzed = (3)+(5)+(5)+(6)+(8)+(9)
Petrified = (3)+(5)+(5)+(6)+(8)+(special)
Poisoned = (1)+(2)
Prone = (2)+(3*)+(7)
Restrained = (2)+(3)+(4)+(8)
Stunned = (3)+(5)+(5)+(6)
Unconscious = (3*)+(5)+(5)+(6)+(8)+(9)
Exhaustion 1: (1)
Exhaustion 2: (1)+(7)
Exhaustion 3: (1)+(7)+(2)+(4)+(4)+(4)
Exhaustion 4: (1)+(7)+(2)+(4)+(4)+(4)+(special)
Exhaustion 5: (1)+(7)+(2)+(4)+(4)+(4)+(8)+(special)
I would probably bin these ingredients into:
Trivial: (12)
Minor: (1), (4), (7)
Moderate: (8), (10), (11)
Major: (2), (3), (5), (9)
Severe: (6)