If you like a brutal game here's my Condition Track System yay!

Evenglare

Adventurer
So I really like Star Wars' condition track system so I made one of my own for 5e. It differs quite a bit from SAGA's using the new 5e terms. I am also aware of the intention I put into the system. It is quite harsh and that is design by intention. Anyway here's what I have jotted down so far.

This module was made to provide realistic consequences as a battle rages on, or perhaps you are dealing with a deadly poison of some kind, in any case the Wound Tracking Table is below. In addition to HP percentages the DM may also tell you to move down a state, usually this may be the source of magic ,poison, being surprised or a number of other things. Bear in mind that if you go down a step because of something not related to HP you stay at that step until your HP reaches a lower step OR the DM manually moves you down one for a reason. You may spend a HD at any time during your turn to move up one step. You stay at that step unless you use another HD to raise your step or until you take damage putting you back in your HP threshold. I added the top of the table as well to give a sort of brief "super charge" feeling. Anyway here it is.

Full + Temporary HP: Gain an advantage on defenses, attacks, saves, and skill checks for one turn until you deplete your Temporary HP and are given more.
Full HP : Normal
75% HP : You lose your proficiency with defenses, attacks, saves, and skill checks.
50% HP : In addition to the above move at half your speed.
25% HP : In addition to the above gain a disadvantage on defenses, attacks, saves, and skill checks.
0 HP : Unconscious

-----DM Suggestions-----
If the party is surprised have them move down one step until the surprise round is over.
If you use a poison move the character down a number of steps reflecting how strong the poison is.
If the party is in an environment without breathable air move down the track every turn until you breathe air. Every round after you will move up a step until you reach your HP step.
If you are becoming exhausted move down a number of steps equal the environment causing the exhaustion, you can freely choose the rate at which you move down. As above if you move out of the environment causing exhaustion move up one step every turn.
If you are hit by damage, in a single attack, of ½ Level x Con Score.
 

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I'm a fellow damage=decay believer, but I'd recommend that penalties don't start until 50% hit points. Or, in what might become Forry's legacy: the Bloodied threshold.
 

I'm a fellow damage=decay believer, but I'd recommend that penalties don't start until 50% hit points. Or, in what might become Forry's legacy: the Bloodied threshold.

Yeah, you could easily change it to suite your needs. Perhaps 50, 25, 10%. Or even lump in the half speed & Proficiency loss at 50% and the Disadvantage mechanic at 25%. That's a bit too coarse for me personally but I can see how others would find merit in it.
 

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