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Halving the natural healing rate?
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<blockquote data-quote="MechaPilot" data-source="post: 6844056" data-attributes="member: 82779"><p>If you take a critical hit, or you take damage from one source that exceeds your Constitution score by five or more, you have to make a Constitution save. The DC for this save is the greater of 10, or half the damage taken. If you fail the save, you suffer a lasting injury.</p><p></p><p>Lasting injuries can only be healed by magic (if you receive at least five points of magical healing the injury is healed), or with the passage of time. There are different injuries with different rates of recovery, and they operate on a track (similar to 4e's diseases). Here's on as an example:</p><p></p><p><strong>Sprained Ankle</strong></p><p><strong>Common Cause:</strong> Falling damage.</p><p><strong>Initial Effect:</strong> Your speed is reduced by half, and you may suffer disadvantage on checks or saves related to mobility (depends on circumstance and DM judgement). You can negate this disadvantage by pushing through the pain at the cost of having to spend one of your HDs.</p><p><strong>Recovery I:</strong> After two long rests, the speed penalty is reduced from half to -5, you still may suffer disadvantage on checks or saves related to mobility. If you attempt to push through the pain at this stage of recovery, you must make a DC 10 Con save or else revert to the initial effect.</p><p><strong>Recovery II:</strong> After another two long rests, you no longer suffer the effects of this injury.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6844056, member: 82779"] If you take a critical hit, or you take damage from one source that exceeds your Constitution score by five or more, you have to make a Constitution save. The DC for this save is the greater of 10, or half the damage taken. If you fail the save, you suffer a lasting injury. Lasting injuries can only be healed by magic (if you receive at least five points of magical healing the injury is healed), or with the passage of time. There are different injuries with different rates of recovery, and they operate on a track (similar to 4e's diseases). Here's on as an example: [B]Sprained Ankle[/B] [B]Common Cause:[/B] Falling damage. [B]Initial Effect:[/B] Your speed is reduced by half, and you may suffer disadvantage on checks or saves related to mobility (depends on circumstance and DM judgement). You can negate this disadvantage by pushing through the pain at the cost of having to spend one of your HDs. [B]Recovery I:[/B] After two long rests, the speed penalty is reduced from half to -5, you still may suffer disadvantage on checks or saves related to mobility. If you attempt to push through the pain at this stage of recovery, you must make a DC 10 Con save or else revert to the initial effect. [B]Recovery II:[/B] After another two long rests, you no longer suffer the effects of this injury. [/QUOTE]
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Halving the natural healing rate?
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