Archade
Azer Paladin
It's been a long time since I've been on the ENWorld boards. However, 5E has me really excited. I've been fiddling with systems to have a less 'rules-intrusive' system, and WOTC were kind enough to oblige me with 5E. I've bought the starter set and downloaded the basic rules.
However, healing all hit points by a long rest is the only rule I have an issue with -- I think there should be some lingering effects of damage, however, I don't think they need to be hit point-related, necessarily.
Here's what I've worked out so far -- I'd be interested in opinions or ideas ....
======================================
INJURIES
CRITICAL HITS – Gain an Impairment
(every non-permanent impairment can be removed with lesser restoration or a short rest)
1) Bleeding – lose 1 hp per turn (DC 15 Con Save each round to stop, DC 15 Medicine check to stop, or receive 1+ hit points healing)
2) Damaged Armor/Shield – AC -1 when using armor/shield until repaired (if reduced to 0 benefit the item is broken and useless)
3) Damaged Weapon – Damage -1 when using weapon until repaired (if reduced to 0 damage the weapon broken and useless)
4) Disoriented - Disadvantage to Intelligence-based checks/saves/attacks (DC 15 Int Save each round to remove)
5) Fumble – drop weapon
6) Hobbled – speed halved (DC 15 Dex Save each round to remove)
7) Knocked down – rendered prone
8) Knocked out – become unconscious (DC 15 Con save every round to wake up, DC 15 Wisdom (Medicine) check by ally to wake up)
9) Mighty Blow – move back 5 feet
10) Minor Wound – Disadvantage to Strength-based checks/saves/attacks (DC 15 Str Save each round to remove)
11) Off-Balance - Disadvantage to Dex-based checks/saves/attacks (DC 15 Dex Save each round to remove)
12) Out of Breath – can’t speak (DC 15 Con Save each round to remove)
13) Painful Blow - Disadvantage to Wisdom-based checks/saves/attacks (DC 15 Wis Save each round to remove)
14) Ringing Blow – deafened (DC 15 Wis Save each round to remove)
15) Stunned – gain stun condition and miss next turn
16) Traumatic Blow - Disadvantage to Charisma-based checks/saves/attacks (DC 15 Cha Save each round to remove)
17) Vision Obscured – everything has light cover (+2 to AC)
18) Wide Open – target is vulnerable to the next attack before their next turn
19) Winded – Disadvantage to Constitution-based checks/saves (DC 15 Con Save each round to remove)
20) GAIN INJURY (roll on the chart below)
FAIL ONE OR MORE DEATH SAVES – Gain an Injury upon regaining consciousness
(every non-permanent injury can be removed with lesser restoration or a week of bed rest)
1) Arm Injury – limb rendered useless (DC 20 Con Save each day to remove)
2) Blurred Vision – everything is lightly obscured (DC 20 Wis Save each day to remove)
3) Broken Bones – Disadvantage to Dex-based checks/saves/attacks (DC 20 Dex Save each day to remove)
4) Chronic Injury – lose 1d6 hit points every day (DC 20 Medicine check to remove, or receive 50+ hit points healing)
5) Comatose – incapacitated (DC 20 Wis check each day to remove)
6) Concussion – Disadvantage to Cha-based checks/saves/attacks (DC 20 Cha Save each day to remove)
7) Excruciating Wound – Disadvantage to Wis-based checks/saves/attacks (DC 20 Wis Save each day to remove)
8) In Shock – Disadvantage to Int-based checks/saves/attacks (DC 20 Int Save each day to remove)
9) Internal Injuries – gain a level of exhaustion (recover as normal)
10) Leg Injury – speed halved (DC 20 Dex Save each day to remove)
11) Lingering Injury – Disadvantage to Con-based checks/saves/attacks (DC 20 Con Save each day to remove)
12) Serious Wound – Disadvantage to Strength-based checks/saves/attacks (DC 20 Con Save each day to remove)
13) ???
14) ???
15) ???
16) ???
17) ???
18) ???
19) ???
20) Permanent Injury – roll on the table below
1) Head Injury – INT -1d3 (greater restoration to remove)
2) Lose an eye – Disadvantage of Wisdom (Perception) checks – blinded if second eye lost
3) Lose 1d3 fingers – DEX -1d3 (greater restoration to remove)
4) Broken/Severed/Incapacitated Arm – limb rendered useless (greater restoration to remove)
5) Broken/Severed/Incapacitated Leg – limb rendered useless (greater restoration to remove)
6) Chronic Injury – gain a level of exhaustion (lesser restoration to remove)
7) Lame – speed halved permanently (greater restoration to remove)
8) Scars/Disfigurement – CHA -1d3 (greater restoration to remove)
9) ??? – STR -1d3 (greater restoration to remove)
10) ??? – CON -1d3 (greater restoration to remove)
11) ??? – WIS -1d3 (greater restoration to remove)
12) ???
13) ???
14) ???
15) ???
16) ???
17) ???
18) ???
19) ???
20) ???
However, healing all hit points by a long rest is the only rule I have an issue with -- I think there should be some lingering effects of damage, however, I don't think they need to be hit point-related, necessarily.
Here's what I've worked out so far -- I'd be interested in opinions or ideas ....
======================================
INJURIES
CRITICAL HITS – Gain an Impairment
(every non-permanent impairment can be removed with lesser restoration or a short rest)
1) Bleeding – lose 1 hp per turn (DC 15 Con Save each round to stop, DC 15 Medicine check to stop, or receive 1+ hit points healing)
2) Damaged Armor/Shield – AC -1 when using armor/shield until repaired (if reduced to 0 benefit the item is broken and useless)
3) Damaged Weapon – Damage -1 when using weapon until repaired (if reduced to 0 damage the weapon broken and useless)
4) Disoriented - Disadvantage to Intelligence-based checks/saves/attacks (DC 15 Int Save each round to remove)
5) Fumble – drop weapon
6) Hobbled – speed halved (DC 15 Dex Save each round to remove)
7) Knocked down – rendered prone
8) Knocked out – become unconscious (DC 15 Con save every round to wake up, DC 15 Wisdom (Medicine) check by ally to wake up)
9) Mighty Blow – move back 5 feet
10) Minor Wound – Disadvantage to Strength-based checks/saves/attacks (DC 15 Str Save each round to remove)
11) Off-Balance - Disadvantage to Dex-based checks/saves/attacks (DC 15 Dex Save each round to remove)
12) Out of Breath – can’t speak (DC 15 Con Save each round to remove)
13) Painful Blow - Disadvantage to Wisdom-based checks/saves/attacks (DC 15 Wis Save each round to remove)
14) Ringing Blow – deafened (DC 15 Wis Save each round to remove)
15) Stunned – gain stun condition and miss next turn
16) Traumatic Blow - Disadvantage to Charisma-based checks/saves/attacks (DC 15 Cha Save each round to remove)
17) Vision Obscured – everything has light cover (+2 to AC)
18) Wide Open – target is vulnerable to the next attack before their next turn
19) Winded – Disadvantage to Constitution-based checks/saves (DC 15 Con Save each round to remove)
20) GAIN INJURY (roll on the chart below)
FAIL ONE OR MORE DEATH SAVES – Gain an Injury upon regaining consciousness
(every non-permanent injury can be removed with lesser restoration or a week of bed rest)
1) Arm Injury – limb rendered useless (DC 20 Con Save each day to remove)
2) Blurred Vision – everything is lightly obscured (DC 20 Wis Save each day to remove)
3) Broken Bones – Disadvantage to Dex-based checks/saves/attacks (DC 20 Dex Save each day to remove)
4) Chronic Injury – lose 1d6 hit points every day (DC 20 Medicine check to remove, or receive 50+ hit points healing)
5) Comatose – incapacitated (DC 20 Wis check each day to remove)
6) Concussion – Disadvantage to Cha-based checks/saves/attacks (DC 20 Cha Save each day to remove)
7) Excruciating Wound – Disadvantage to Wis-based checks/saves/attacks (DC 20 Wis Save each day to remove)
8) In Shock – Disadvantage to Int-based checks/saves/attacks (DC 20 Int Save each day to remove)
9) Internal Injuries – gain a level of exhaustion (recover as normal)
10) Leg Injury – speed halved (DC 20 Dex Save each day to remove)
11) Lingering Injury – Disadvantage to Con-based checks/saves/attacks (DC 20 Con Save each day to remove)
12) Serious Wound – Disadvantage to Strength-based checks/saves/attacks (DC 20 Con Save each day to remove)
13) ???
14) ???
15) ???
16) ???
17) ???
18) ???
19) ???
20) Permanent Injury – roll on the table below
1) Head Injury – INT -1d3 (greater restoration to remove)
2) Lose an eye – Disadvantage of Wisdom (Perception) checks – blinded if second eye lost
3) Lose 1d3 fingers – DEX -1d3 (greater restoration to remove)
4) Broken/Severed/Incapacitated Arm – limb rendered useless (greater restoration to remove)
5) Broken/Severed/Incapacitated Leg – limb rendered useless (greater restoration to remove)
6) Chronic Injury – gain a level of exhaustion (lesser restoration to remove)
7) Lame – speed halved permanently (greater restoration to remove)
8) Scars/Disfigurement – CHA -1d3 (greater restoration to remove)
9) ??? – STR -1d3 (greater restoration to remove)
10) ??? – CON -1d3 (greater restoration to remove)
11) ??? – WIS -1d3 (greater restoration to remove)
12) ???
13) ???
14) ???
15) ???
16) ???
17) ???
18) ???
19) ???
20) ???