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House Rule - Long Term Injury Table
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<blockquote data-quote="Archade" data-source="post: 6334673" data-attributes="member: 7654"><p>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.</p><p></p><p>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.</p><p></p><p>Here's what I've worked out so far -- I'd be interested in opinions or ideas ....</p><p></p><p>======================================</p><p></p><p>INJURIES</p><p></p><p>CRITICAL HITS – Gain an Impairment</p><p>(every non-permanent impairment can be removed with lesser restoration or a short rest)</p><p></p><p>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)</p><p>2) Damaged Armor/Shield – AC -1 when using armor/shield until repaired (if reduced to 0 benefit the item is broken and useless)</p><p>3) Damaged Weapon – Damage -1 when using weapon until repaired (if reduced to 0 damage the weapon broken and useless)</p><p>4) Disoriented - Disadvantage to Intelligence-based checks/saves/attacks (DC 15 Int Save each round to remove)</p><p>5) Fumble – drop weapon</p><p>6) Hobbled – speed halved (DC 15 Dex Save each round to remove)</p><p>7) Knocked down – rendered prone</p><p>8) Knocked out – become unconscious (DC 15 Con save every round to wake up, DC 15 Wisdom (Medicine) check by ally to wake up)</p><p>9) Mighty Blow – move back 5 feet</p><p>10) Minor Wound – Disadvantage to Strength-based checks/saves/attacks (DC 15 Str Save each round to remove)</p><p>11) Off-Balance - Disadvantage to Dex-based checks/saves/attacks (DC 15 Dex Save each round to remove)</p><p>12) Out of Breath – can’t speak (DC 15 Con Save each round to remove)</p><p>13) Painful Blow - Disadvantage to Wisdom-based checks/saves/attacks (DC 15 Wis Save each round to remove)</p><p>14) Ringing Blow – deafened (DC 15 Wis Save each round to remove)</p><p>15) Stunned – gain stun condition and miss next turn</p><p>16) Traumatic Blow - Disadvantage to Charisma-based checks/saves/attacks (DC 15 Cha Save each round to remove)</p><p>17) Vision Obscured – everything has light cover (+2 to AC)</p><p>18) Wide Open – target is vulnerable to the next attack before their next turn</p><p>19) Winded – Disadvantage to Constitution-based checks/saves (DC 15 Con Save each round to remove)</p><p>20) GAIN INJURY (roll on the chart below)</p><p></p><p>FAIL ONE OR MORE DEATH SAVES – Gain an Injury upon regaining consciousness</p><p>(every non-permanent injury can be removed with lesser restoration or a week of bed rest)</p><p></p><p>1) Arm Injury – limb rendered useless (DC 20 Con Save each day to remove)</p><p>2) Blurred Vision – everything is lightly obscured (DC 20 Wis Save each day to remove)</p><p>3) Broken Bones – Disadvantage to Dex-based checks/saves/attacks (DC 20 Dex Save each day to remove)</p><p>4) Chronic Injury – lose 1d6 hit points every day (DC 20 Medicine check to remove, or receive 50+ hit points healing)</p><p>5) Comatose – incapacitated (DC 20 Wis check each day to remove)</p><p>6) Concussion – Disadvantage to Cha-based checks/saves/attacks (DC 20 Cha Save each day to remove)</p><p>7) Excruciating Wound – Disadvantage to Wis-based checks/saves/attacks (DC 20 Wis Save each day to remove)</p><p>8) In Shock – Disadvantage to Int-based checks/saves/attacks (DC 20 Int Save each day to remove)</p><p>9) Internal Injuries – gain a level of exhaustion (recover as normal)</p><p>10) Leg Injury – speed halved (DC 20 Dex Save each day to remove)</p><p>11) Lingering Injury – Disadvantage to Con-based checks/saves/attacks (DC 20 Con Save each day to remove)</p><p>12) Serious Wound – Disadvantage to Strength-based checks/saves/attacks (DC 20 Con Save each day to remove)</p><p>13) ???</p><p>14) ???</p><p>15) ???</p><p>16) ???</p><p>17) ???</p><p>18) ???</p><p>19) ???</p><p>20) Permanent Injury – roll on the table below</p><p>1) Head Injury – INT -1d3 (greater restoration to remove)</p><p>2) Lose an eye – Disadvantage of Wisdom (Perception) checks – blinded if second eye lost</p><p>3) Lose 1d3 fingers – DEX -1d3 (greater restoration to remove)</p><p>4) Broken/Severed/Incapacitated Arm – limb rendered useless (greater restoration to remove)</p><p>5) Broken/Severed/Incapacitated Leg – limb rendered useless (greater restoration to remove)</p><p>6) Chronic Injury – gain a level of exhaustion (lesser restoration to remove)</p><p>7) Lame – speed halved permanently (greater restoration to remove)</p><p>8) Scars/Disfigurement – CHA -1d3 (greater restoration to remove)</p><p>9) ??? – STR -1d3 (greater restoration to remove)</p><p>10) ??? – CON -1d3 (greater restoration to remove)</p><p>11) ??? – WIS -1d3 (greater restoration to remove)</p><p>12) ???</p><p>13) ???</p><p>14) ???</p><p>15) ???</p><p>16) ???</p><p>17) ???</p><p>18) ???</p><p>19) ???</p><p>20) ???</p></blockquote><p></p>
[QUOTE="Archade, post: 6334673, member: 7654"] 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) ??? [/QUOTE]
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