Alternate Injury Card Rules

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Ravenous Bugblatter Beast of Traal
Dungeon 204 had an Unearthed Arcana article "Less Death, More Danger" for adding Injury Cards to D&D. (Dungeons & Dragons Roleplaying Game Official Home Page - Article (Less Death, More Danger!)). I liked the concept, cards with Minor and Major problems, but the rules didn't quite do what I wanted.

Here's an alternate set of rules for using the Injury cards.

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Injury
We will be using the injury deck from Dungeon 204, but not the accompanying rules. For each failed death save, you gain a minor injury. If it was your final death save (and you’re not dead)*, it’s a major injury instead.
If you draw a duplicate minor injury, it upgrades to a major. If you draw a major and minor of the same card, or duplicate majors, you drop to zero and need to start making death saves.
Injury cards may be given out at other times as well, such as certain failures in skill challenges.

* Also looking at using the Meaningful Death optional rule from 13th Age, but not required for this.

Criticals
If a foe crits, you have to option before damage is announced to take an injury card instead and it downgrades to a normal hit. It’s a minor injury for a standard or elite foe and major injury for a solo. (And we just laugh at you if it’s a minion. And perhaps golf clap.)

Recovering Injuries
During an extended rest, you must make a moderate DC Endurance check. This will remove a minor injury or downgrade a major injury to a minor injury. A moderate DC Heal check may also be made (by you or another) during an extended rest with the same effect.
Finally, any time you may spend a surge (2nd wind, power, short rest, etc.), you may spend the surge but forgo regaining the surge HP in order to attempt these checks against a hard DC. (Note that other HP healed as well as other effects may still take place.)
Failing any of these checks will worsen the injury, from minor to major or major to 0 HP.

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I've seen instant 0 HP rules if you take your bloodied value in one hit. I put that in, but then took it back out. The Criticals rule pretty much covers it for all intents and purposes, and puts the choice in the hand of the players. Immediate massive damage now, or a lingering wound.

I'm worried about how this will affect Defenders vs. others. I can see Defenders picking up a few more injuries, but then they often get Endurance which helps remove them. I'm thinking it's a wash but open to other thoughts. The original article gained an injury card just for going below 1, and that's too nasty. Now you usually have a bit of a break to get healed up before you have to save.

I'm was concerned about since you can spend surges to attempt to remove an injury outside an extended rest that characters will blow through surges on the first short rest until it's gone. That's not what I'm looking for, but limiting it to "one per short rest" just means they take more back-to-back short rests - it's still 12 in an hour. So the fail the roll by 5 that we see in a lot of skill checks came in to prevent lots and lots of rerolls. It isn't as big a factor against a moderate DC during the extended rest. If I took out the chance to recover with surge spend, I'd take out the chance for an injury to worsen as well.

All in all, dropping isn't a frequent occurrence in the games I'm in. This adds in a bit of danger and consequences, while also making combat a bit less swingy by putting he effects of a crit vs. a PC in the hands of the player. The Injury deck is for a grittier tone than default whether by the original rules or these, but this takes out some of what I see as uneven for Defenders and melee strikers, as well as providing more dramatic tension.
 

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I made similar modifications for using the deck (as well as expanding the deck to more than double the size). I thought I wrote it down somewhere but I now can't find it... it was similar to this though.
 

I was thinking about if you drop to 0 or less and fail a single death ST then you get a minor wound, if you fail 2 death STs then you get a minor wound, and with 3 you die.

I like the option of taking a wound to cancel a crit.

I think I will turn the cards into a table.
 

I was thinking about if you drop to 0 or less and fail a single death ST then you get a minor wound, if you fail 2 death STs then you get a minor wound, and with 3 you die.

I like the option of taking a wound to cancel a crit.

I think I will turn the cards into a table.

Cards have the advantage that the player can hold onto them for ease of remembering. We forget to add conditional bonuses all the time - penalties wouldn't be more likely than those to be remembered.

On the other hand, since I was using the "multiple minors of the same type become a major", a table is fairer. I was going to double up on the deck, so there would be 24 cards, and a roughly 5% chance of a duplicate draw per pick.

As a last point, I'm reconsidering the spend-a-surge way to reduce major injuries. Maybe leave it for minor, but you need an extended rest for a major injury.
 


So conditional bonus cards??

Had to reread the thread to catch up, I wrote that close to 5 years ago.

Sure, also having conditional bonus cards would be a big boost. Preferable double sided (so you can find them quick) and will a different color so you don't hand back injury cards. Though there are still specifics - if someone has a condition that they grant advantage, it's important they everyone else knows that creature grants advantage, not just you.

In the end we solved that with Alea Tools magnets under the bases. We got a label-maker with clear backing and pre-labelled a bunch with common conditions (both common monster and also all of the ones the PCs handed out), and the color was the category. Red was ongoing damage, etc.

At that point, a simple handout with all conditions was all that was needed.
 

Had to reread the thread to catch up, I wrote that close to 5 years ago.

Sure, also having conditional bonus cards would be a big boost. Preferable double sided (so you can find them quick) and will a different color so you don't hand back injury cards. Though there are still specifics - if someone has a condition that they grant advantage, it's important they everyone else knows that creature grants advantage, not just you.

In the end we solved that with Alea Tools magnets under the bases. We got a label-maker with clear backing and pre-labelled a bunch with common conditions (both common monster and also all of the ones the PCs handed out), and the color was the category. Red was ongoing damage, etc.

At that point, a simple handout with all conditions was all that was needed.

Sorry for the necromancy the thread related to another one and I seemed to have clicked on a related post bit I have a relatively small number of players (usually 2 with 3 being high LOL) and I am wondering how best to handle this with larger groups
 


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