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Help me build alternative injury/death rules
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<blockquote data-quote="Crimson Longinus" data-source="post: 8097472" data-attributes="member: 7025508"><p>So these rules have several goals. First, I want to make a real injury that cannot be just shrugged of a possibility (if somewhat remote one) and secondly, I want to make death less likely. I also want to tie the likelihood of the death and injury to the power of the attack, but that is less important. This is a rough first draft to outline the general idea, and I decided to post it before I proceed further. I'd appreciate any feedback whether this seems like something that could be made to work.</p><p></p><p></p><p>---</p><p>When reduced to zero hit points, roll a constitution save with the DC being equal to the amount of the damage the attack or effect that caused the hit point loss dealt. Natural one always fails, natural twenty always succeeds. (Is this too easy? Should it be 5 + damage for the DC?)</p><p></p><p>If the character succeeds, they fall unconscious but are otherwise fine.</p><p></p><p>If they fail, they have been injured. Roll at the following table</p><p></p><p>Injury table (D8)</p><p></p><p>1-2 Arm injury. Unconscious. One arm seriously wounded, disadvantage on any tasks involving use of the injured arm (including attack roll with two-handed weapons.)</p><p></p><p>3-4 Leg injury. Unconscious. One leg seriously wounded, halve movement.</p><p></p><p>5-6 Mortal wound. Unconscious. Use normal dying rules. If two death save fails are accrued, gain a level of exhaustion.</p><p></p><p>7-8 Mortal wound plus. You suffer a mortal wound, in addition roll again on this table using D4 and apply that result as well. </p><p>---</p><p></p><p>Normal instant death rules apply. I'm not sure how the wounded limbs can be healed yet, but basically it is down time activity. Medicine skill might be involved. Greater restoration should fix them too. I also wanted to keep the table pretty generic, instead off having a great number of very specific results.</p><p></p><p>I'm not sure if I went overboard with the lessened lethality. I don't want to make the combat feel too safe either. I'm not also sure how this should interact with taking further damage whilst already in zero hit points.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8097472, member: 7025508"] So these rules have several goals. First, I want to make a real injury that cannot be just shrugged of a possibility (if somewhat remote one) and secondly, I want to make death less likely. I also want to tie the likelihood of the death and injury to the power of the attack, but that is less important. This is a rough first draft to outline the general idea, and I decided to post it before I proceed further. I'd appreciate any feedback whether this seems like something that could be made to work. --- When reduced to zero hit points, roll a constitution save with the DC being equal to the amount of the damage the attack or effect that caused the hit point loss dealt. Natural one always fails, natural twenty always succeeds. (Is this too easy? Should it be 5 + damage for the DC?) If the character succeeds, they fall unconscious but are otherwise fine. If they fail, they have been injured. Roll at the following table Injury table (D8) 1-2 Arm injury. Unconscious. One arm seriously wounded, disadvantage on any tasks involving use of the injured arm (including attack roll with two-handed weapons.) 3-4 Leg injury. Unconscious. One leg seriously wounded, halve movement. 5-6 Mortal wound. Unconscious. Use normal dying rules. If two death save fails are accrued, gain a level of exhaustion. 7-8 Mortal wound plus. You suffer a mortal wound, in addition roll again on this table using D4 and apply that result as well. --- Normal instant death rules apply. I'm not sure how the wounded limbs can be healed yet, but basically it is down time activity. Medicine skill might be involved. Greater restoration should fix them too. I also wanted to keep the table pretty generic, instead off having a great number of very specific results. I'm not sure if I went overboard with the lessened lethality. I don't want to make the combat feel too safe either. I'm not also sure how this should interact with taking further damage whilst already in zero hit points. [/QUOTE]
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