p_johnston
Adventurer
So the DMG has a really interesting rule on page 272, Injuries. In short whenever a PC gets knocked to 0 hp, takes a critical hit, or fails a death save by 5 or more they get an injury. The problem is that the chart they give in the book basically reads 1,2,3 become crippled 4-20 ignore the injury because it is healed by any magical healing (which is the most likely way you got up from 0hp anyways).
In my game I took this mechanic and adjusted it so that players can receive long term injuries that actually effect gameplay but that won't just immediately cripple them (usually).
1) a character can have a total number of injuries+death saving throw fails = to 1/2 their constitution. So a character with a 12 constitution can have up to 6 injuries + death saving throw fails.
2) death saving throws reset on a long rest and are rolled by the DM behind the screen.
3) whenever a character hits 0 hp, takes an amount of damage greater than their max HP, or is hit while at 0 hp they receive roll on my injury chart and receive an injury.
4) at every long rest a character may opt to receive one less HD back and heal one injury. Otherwise it takes magic of at least Greater Restoration level to heal an injury.
This mechanic seems to make going down actually matter to the players. Normally if a player is knocked to 0 during a dungeon it doesn't matter. They take a short rest, get a couple of cure wounds, chug a potion and it's like nothing ever happened. Hell even during combat half the time the bard uses healing word and the fighter just pops right back up with no effect. Injuries make the players make harder choices. "Do I revive the fighter so he can help us and risk him going down again, possibly dieing?" "I was just brought up. Do I rush back into combat or retreat and try to heal up for a couple of turns first?" "were half way through the dungeon and most of us have some injuries but we still have a fair amount of spells and HD. Do we push on and risk more injuries or stop?"
I have found that it makes combat a lot more intense, interesting, and potentially deadly in my games at least.
In my game I took this mechanic and adjusted it so that players can receive long term injuries that actually effect gameplay but that won't just immediately cripple them (usually).
1) a character can have a total number of injuries+death saving throw fails = to 1/2 their constitution. So a character with a 12 constitution can have up to 6 injuries + death saving throw fails.
2) death saving throws reset on a long rest and are rolled by the DM behind the screen.
3) whenever a character hits 0 hp, takes an amount of damage greater than their max HP, or is hit while at 0 hp they receive roll on my injury chart and receive an injury.
4) at every long rest a character may opt to receive one less HD back and heal one injury. Otherwise it takes magic of at least Greater Restoration level to heal an injury.
This mechanic seems to make going down actually matter to the players. Normally if a player is knocked to 0 during a dungeon it doesn't matter. They take a short rest, get a couple of cure wounds, chug a potion and it's like nothing ever happened. Hell even during combat half the time the bard uses healing word and the fighter just pops right back up with no effect. Injuries make the players make harder choices. "Do I revive the fighter so he can help us and risk him going down again, possibly dieing?" "I was just brought up. Do I rush back into combat or retreat and try to heal up for a couple of turns first?" "were half way through the dungeon and most of us have some injuries but we still have a fair amount of spells and HD. Do we push on and risk more injuries or stop?"
I have found that it makes combat a lot more intense, interesting, and potentially deadly in my games at least.