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Lingering Injuries
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<blockquote data-quote="The Crimson Binome" data-source="post: 6467337" data-attributes="member: 6775031"><p>I was actually hoping for something a bit less granular, and not quite so painful. I mean, maybe they expect that Regeneration is going to be available in the campaign world, but my games are unlikely to go that high or have NPCs with that much power. I was thinking about using the following for lingering wounds.</p><p></p><p>You suffer a lingering wound whenever you receive a critical hit. Only critical hits can cause a lingering wounds, and critical hits do not cause any extra HP damage (unless specified by another ability). When you suffer a critical hit, roll 1d20 to see what breaks: 1-3) Left Leg; 4-6) Right Leg; 7-9) Left Arm; 10-12) Right Arm; 13-18) Torso; 19-20) Head. A broken leg reduces speed by half, a broken arm cannot be used to carry anything, a broken torso requires a check to do anything, and a broken head is a KO.</p><p></p><p>Then, make a Constitution save (DC 15) to determine severity. If you succeed in the save, then the effect is only temporary, and will go away after a week (or 1d4 minutes, if you were knocked out). If you fail the save, then the effect lasts until you get a Lesser Restoration.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6467337, member: 6775031"] I was actually hoping for something a bit less granular, and not quite so painful. I mean, maybe they expect that Regeneration is going to be available in the campaign world, but my games are unlikely to go that high or have NPCs with that much power. I was thinking about using the following for lingering wounds. You suffer a lingering wound whenever you receive a critical hit. Only critical hits can cause a lingering wounds, and critical hits do not cause any extra HP damage (unless specified by another ability). When you suffer a critical hit, roll 1d20 to see what breaks: 1-3) Left Leg; 4-6) Right Leg; 7-9) Left Arm; 10-12) Right Arm; 13-18) Torso; 19-20) Head. A broken leg reduces speed by half, a broken arm cannot be used to carry anything, a broken torso requires a check to do anything, and a broken head is a KO. Then, make a Constitution save (DC 15) to determine severity. If you succeed in the save, then the effect is only temporary, and will go away after a week (or 1d4 minutes, if you were knocked out). If you fail the save, then the effect lasts until you get a Lesser Restoration. [/QUOTE]
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