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House rule for overnight healing: opinions wanted
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<blockquote data-quote="Shadowdweller00" data-source="post: 6408459" data-attributes="member: 6778479"><p>I sort of don't think the OP's change would ultimately have much noticeable effect except perhaps in cases where the PCs are placed in a very strict time crunch. I personally think Paraxis' variant (possibly with the inclusion of a natural 1 on saves versus damaging spells ALSO adding to the exhaustion level) or some sort of wound mechanic might serve better. For example:</p><p></p><p>Wounded (Arms)</p><p>- Prevents effective use of one arm/hand.</p><p>- Applies disadvantage on Strength and Dexterity checks that require two hands.</p><p>- The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food and water.</p><p></p><p>Wounded (Legs)</p><p>- Reduces speed by half</p><p>- Applies disadvantage on any Strength or Dexterity check involving the use of legs.</p><p>- The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food and water.</p><p></p><p>Wounded (Torso)</p><p>- Reduces the character's maximum hit points by 2xcharacter level</p><p>- Applies disadvantage on all Constitution checks and saves</p><p>- The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food or water (without the disadvantage imposed by this condition)</p><p></p><p>Wounded (Head)</p><p>- Applies disadvantage on all wisdom, intelligence, and charisma based skills and saving throws.</p><p>- Applies disadvantage on all concentration checks.</p><p>- Applies disadvantage on initiative checks</p><p>- The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food and water.</p><p></p><p>A victim may suffer from a wound when dropped to 0 hp or when the GM feels it appropriate. Wounds can be automatically removed by the use of the Heal, Greater Restoration, and/or Regenerate spells. Any healing spell cast using a 4th level slot or higher allows the victim to make a save to remove the condition.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6408459, member: 6778479"] I sort of don't think the OP's change would ultimately have much noticeable effect except perhaps in cases where the PCs are placed in a very strict time crunch. I personally think Paraxis' variant (possibly with the inclusion of a natural 1 on saves versus damaging spells ALSO adding to the exhaustion level) or some sort of wound mechanic might serve better. For example: Wounded (Arms) - Prevents effective use of one arm/hand. - Applies disadvantage on Strength and Dexterity checks that require two hands. - The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food and water. Wounded (Legs) - Reduces speed by half - Applies disadvantage on any Strength or Dexterity check involving the use of legs. - The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food and water. Wounded (Torso) - Reduces the character's maximum hit points by 2xcharacter level - Applies disadvantage on all Constitution checks and saves - The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food or water (without the disadvantage imposed by this condition) Wounded (Head) - Applies disadvantage on all wisdom, intelligence, and charisma based skills and saving throws. - Applies disadvantage on all concentration checks. - Applies disadvantage on initiative checks - The victim may make a DC: 10 constitution save to remove this condition after every 5 days of adequate food and water. A victim may suffer from a wound when dropped to 0 hp or when the GM feels it appropriate. Wounds can be automatically removed by the use of the Heal, Greater Restoration, and/or Regenerate spells. Any healing spell cast using a 4th level slot or higher allows the victim to make a save to remove the condition. [/QUOTE]
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