trentonjoe
Explorer
I am working on a way to make "Lingering Injuries" more "lingering". I think my mechanic is a little clunky. Any suggestions are welcome.
Lingering Injuries
Lingering injuries can add a dynamic that improves the combat narrative as well as the story arc. When presented with a long term penalty, characters are forced to make decisions. Suddenly, the formerly simple path becomes more complex. Combat tactics will change and the games narrative may be forced into a detour as an immediate concern becomes more pressing than the overarching plot.
The trick is to make them linger. They should be neither permanent nor easily curable. If a simple Cure Wounds or Lesser Restoration can remove the penalty, no wounds will last more than a day if the party has a 3rd level Cleric.
Lingering injuries have a Injury Point Value. Actions taken to heal the injury reduce the point value. When the injury is reduced to zero points all penalties are removed and the character is healed. As a general rule, lingering injuries should start with points equal to twice the character level plus 1d6.
While magic shouldn’t be an immediate fix, it should help. Others factors used to heal these lingering wounds are long rests (time) and medicine skill checks (knowledge).
The following actions reduce the Injury Point Value:
Long Rest- 1 point/rest
Curing Spell- 1 point/spell level
Medicine Check DC 15- 1 point
Medicine Check DC 20- 2 points
Medicine Check DC 25- 3 points
Lingering Injuries
Lingering injuries can add a dynamic that improves the combat narrative as well as the story arc. When presented with a long term penalty, characters are forced to make decisions. Suddenly, the formerly simple path becomes more complex. Combat tactics will change and the games narrative may be forced into a detour as an immediate concern becomes more pressing than the overarching plot.
The trick is to make them linger. They should be neither permanent nor easily curable. If a simple Cure Wounds or Lesser Restoration can remove the penalty, no wounds will last more than a day if the party has a 3rd level Cleric.
Lingering injuries have a Injury Point Value. Actions taken to heal the injury reduce the point value. When the injury is reduced to zero points all penalties are removed and the character is healed. As a general rule, lingering injuries should start with points equal to twice the character level plus 1d6.
While magic shouldn’t be an immediate fix, it should help. Others factors used to heal these lingering wounds are long rests (time) and medicine skill checks (knowledge).
The following actions reduce the Injury Point Value:
Long Rest- 1 point/rest
Curing Spell- 1 point/spell level
Medicine Check DC 15- 1 point
Medicine Check DC 20- 2 points
Medicine Check DC 25- 3 points