• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Lingering Injuries

Interesting. I would not have foreseen that. That is definitely not the intent.

Really, there's nothing on here that's actually lethal, though. The worst is just getting KO'd for the fight. Even having both of your arms broken, and needing to make a check to take any strenuous action, is just a setback. Even then, it's extremely unlikely that you'd have both arms or both legs broken before you could get a Lesser Restoration.

Contrast with three critical hits in two rounds, using the standard rules, which begs the question of how you survived all of that damage.

Well, a KO effectively removes a player from the party and like the Sleep spell, you're not going to last long. I think it would be quite exciting to play, but it could also go down hill for the party very quickly.

I went from 44 hp to 3 in two rounds (with a second wind in between), so all up I took 50 or so points of damage. :eek::eek:
 

log in or register to remove this ad

I intend on only using this option if and when players/monsters take over 3/4 of there HP in damage from a single hit (not a full attack). Should not be often, but when it does it will be significant. But in every way magically corrected when the appropriate spell is cast.
Again Ty for your ideas. Keep them coming :).

I only use the injury rule for when you hit zero hp, so it doesnt come up too often, but its a definite sting in getting knocked down to zero, even if someone pops you up again next round.
 

Well, a KO effectively removes a player from the party and like the Sleep spell, you're not going to last long. I think it would be quite exciting to play, but it could also go down hill for the party very quickly.
It's a chance of bypassing HP and taking someone out instantly, but it's not fatal and you can't control it - it's only a 10% chance, on a critical hit. It's possible that it could lead to your death, where otherwise you would survive, but it's unlikely - a KO'd target is effectively removed from combat, so finishing you off would be a bad tactical move, and you'd only be at risk from wolves or zombies or something.

This method also removes the massive damage from critical hits, though, so you'd be less likely to die from damage on a string of lucky crits. You probably would have broken an arm and a leg and a rib, but been left with 25hp at the end of it.
 


We are trying the exhaustion rules if you get knocked down to zero. If you go unconscious, you move down the exhaustion ladder one notch.

Interesting approach. I like it! Going to 0HP and bouncing back immediately from a spell / whatever doesn't seem to invoke much emotion in the group I am DM'ing right now. Adding this twist may make them a wee bit more cautious.

Thanks!
 

I really llike the exhaustion rules....I am thinking about adding the option of "trying really hard". The PC's can gain advantage on a skill check OR recall a spell but suffer an exhaustion penalty as well.
 


Here's what I'm proposing to do for lingering injuries. My Players and I will be discussing it this afternoon when we meet, so things could change a bit before actual implementation.

Lingering Injuries have a chance of occurring when:
1) a critical hit (20 on a d20) is rolled
2) a pc drops to 0 HP
3) a pc fails two death saves before making the 3 required saves to stabilize

When situation 1) occurs, the PC takes an injury that affects him/her for the rest of the combat, and until either a long rest or magical healing occurs, whichever happens first. Roll on the hit location table; this shows where the injury is. The PC must play out the effects of that injury, and the DM may apply disadvantage to rolls that are affected by that injury. Possible effects can include reduced movement, inability to perform a type of action, inability to wield a weapon with the affected limb, or in the case of a head injury, a loss of action for one round. The affected person in this situation is NOT “walking wounded” and can still fight or perform other actions, but may be somewhat penalized.

When situation 2) occurs, the PC takes an injury that is slightly more severe than in 1). Roll on the hit location table; that portion of the body is severely injured. A limb may be broken or a joint badly wrenched. A body hit may inflict some internal injury (see the DMG hit table for effects of broken ribs or internal bleeding). A head wound may cause incapacitation for some period of time. In these cases, the wound can be healed with 3 or more applications of cure wounds spells or potions (in any combination), or bed rest for 3 or more days while attended by a person with the medicine skill. Until one of those occurs, the PC is “walking wounded” and cannot fight or perform strenuous activities without assistance.

When situation 3) occurs, a permanent wound has been inflicted. Roll on the hit location table, and assume that the injury is severe enough that even with magical healing, the effect is permanent. Head wounds mean loss of vision or massive facial scarring, for example. Wounds to a limb mean maiming; either loss of a hand/foot, or severe limp or other effect. Torso wounds mean reduced CON from the effects of a pierced lung, etc… Note that in situation 3) a healing spell or potion can interrupt the need to continue making death saves. This bumps the situation back to a level 2) injury and the healing applied counts towards one of the 3 applications of magical healing. A person in situation 3) is always considered “walking wounded” until all 3 magical healings or 3 days of attended rest have occurred. Permanent wounds can be healed by spells such as Heal or Regenerate.

Hit Location Table:
d20 roll Location
01-02 Left Leg/knee/foot *
03-04 Right Leg/knee/foot *
05 Upper Left Arm
06 Upper Right Arm
07 Lower Left Arm/hand*
08 Lower Right Arm/hand*
09-10 Right Shoulder
11-12 Left Shoulder
13-16 Abdomen/groin *
17-19 Chest
20 Head/neck *

* player’s choice here; or random for monsters - whatever seems to fit the situation.
 

I scored 3 crits against the same player in one combat last night. This was in no way atypical.

If you are dishing out additional penalties on top of the extra damage, you are either a sadist or you don't understand math.
 

I guess I failed to make clear that these injuries would be INSTEAD of double damage on the crit. That IS an important piece of info.
 

Into the Woods

Remove ads

Top