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Long-Term Injury Rules
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<blockquote data-quote="Happy Funball" data-source="post: 4363284" data-attributes="member: 7911"><p>I had thought about modeling long-term injuries before Kieth Baker mentioned the idea in his blog (really, honest <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). My idea is mostly for long-term injuries to be used at the discretion of the PCs, mostly because I like having debilitating effects in the world and hate to kill PCs (yes, I am a wimp). This is cut from my House Rules document, so I do not have the debilitating poison rules yet...</p><p></p><p>Please, any suggestions are welcome. </p><p></p><p>*************************************************</p><p></p><p>Long-Term Injuries & Debilitating Poisons</p><p></p><p>Both long-term injuries and debilitating poisons are modeled after the disease rules in the 4E DMG (p 49). Long-term injuries (LTI) can be gained in three manners: when dying, when gaining a second use of Second Wind, or by GM determination (which will be very rare, but don't tempt me). Debilitating poisons are modeled after more real-world poisons that do more than damage.</p><p></p><p>Dying and Long-Term Injuries</p><p>When dying, a player character can automatically stabilize (make no more dying saves but still unconscious) by taking a long-term injury. The severity of the injury depends on how many dying saves the character has failed.</p><p></p><p>Severity 0 - before any dying saves have been made</p><p>Severity 1 - after 1 dying save was failed but before another is attempted</p><p>Severity 2 - after 2 dying saves were failed but before another is attempted</p><p>Severity 3 - after 3 dying saves are failed and character otherwise dies</p><p></p><p>The effects of long-term injuries are based on the severity of the injury and its location. The GM determines the location of the injury based on the appropriateness of the damage. Just as with diseases, long-term injuries can heal or worsen. The character must make an Endurance check after each Extended Rest. Whether the character improves, maintains, or worsens depends on their Endurance result, just as with a disease. Likewise, as with diseases another character with the Heal skill can use their Heal skill to replace the patient's Endurance check.</p><p></p><p>Improve: Endurance DC 15 + ½ character level + 3 x Severity Rating (move left)</p><p>Maintain: Endurance DC 5 + ½ character level + 3 x Severity Rating</p><p>Worsen: an Endurance check which does not at least maintain will worsen (move right)</p><p></p><p>Examples:</p><p> </p><p>Severity 0</p><p>Arms - Sprained elbow </p><p>Legs - Sprained knee </p><p>Chest - Bruised ribs </p><p>Nerves - Impaired senses</p><p></p><p>Severity 1 </p><p>Arms - Broken hand</p><p>Legs - Broken foot</p><p>Chest - Broken ribs</p><p>Nerves - Concussion</p><p></p><p>Severity 2 </p><p>Arms - Broken arm</p><p>Legs - Broken leg</p><p>Chest - Internal bleeding</p><p>Nerves - Brain Damage</p><p></p><p>Severity 3</p><p>Arms - Severed arm</p><p>Legs - Severed leg</p><p>Chest - Damaged spine</p><p>Nerves - Severe Brain Damage</p><p></p><p>Long Term Injury Track:</p><p></p><p>The victim is healed (Severity 3 injuries cannot fully heal without magic)</p><p> <</p><p>The victim suffers only half the numerical penalties listed below (-0 / -1 / -2 / -5). </p><p> <> </p><p><strong><u>Initial Effect: </u></strong>The victim suffers the penalties listed below.</p><p> <> </p><p>The victim suffers 150% the numerical penalties listed below (-2 / -3 / -7 / unconsciousness). </p><p> ></p><p><strong><u>Final State:</u></strong> the injury becomes permanent one severity grade higher (Severity 3 results in death). Magical healing is now necessary.</p><p></p><p>Most Common Penalties:</p><p></p><p>Severity 0 </p><p>Arms: -1 to attacks, -1 damage </p><p>Legs: -1 to attacks -1 movement </p><p>Chest: -1 to attacks, -1 Healing Surge</p><p>Nerves: -1 to attacks, Perception and Initiative</p><p></p><p>Severity 1</p><p>Arms: -2 to attacks, -2 damage</p><p>Legs: -2 to attacks, -2 movement</p><p>Chest: -2 to attacks, -2 Healing Surges</p><p>Nerves: -2 to attacks, Perception and Initiative</p><p></p><p>Severity 2</p><p>Arms: -5 to attacks, Weakened</p><p>Legs: -5 to attacks, Slowed</p><p>Chest: -5 to attacks, -5 Healing Surges, Regain only half normal value with Healing Surge</p><p>Nerves: -5 to attacks, Perception and Initiative; Dazed</p><p></p><p>Severity 3</p><p>Arms: -10 to attacks, Weakened</p><p>Legs: -10 to attacks, Slowed</p><p>Chest: -10 to attacks, Regain only half normal value with Healing Surge, lose all Healing Surges (improves to -5 Healing Surges)</p><p>Nerves: Blinded & Dazed (improvement will remove the Daze effect)</p><p></p><p>Second Wind and Long-Term Injuries</p><p>A bloodied character can regain and use their Second Wind ability as a minor action. After the encounter the character makes a save. Success means the character gains a Severity 0 long-term injury. Failure indicates he gains a Severity 1 long-term injury. </p><p></p><p>Magical Healing: Regeneration Ritual</p><p>The ritual used to magically heal from a long-term injury is called Regeneration.</p><p></p><p>Regeneration Level 8</p><p>Category: Restoration</p><p>Time: 1 hour</p><p>Duration: Instantaneous</p><p>Component Cost: 250 gp</p><p>Market Price: 680 gp</p><p>Key Skill: Heal</p><p>This functions like the Cure Disease Ritual but instead magically ends all penalties associated with long-term injury, even Severity 3 injuries. Like Cure Disease, a Heal check is required, following the same rules as Cure Disease and using the same Heal check results (p 303). The functional level of the long-term injury is 5 + (Severity Level x 3). </p><p></p><p>Debilitating Poison</p><p>Coming soon to a dinner near you…</p></blockquote><p></p>
[QUOTE="Happy Funball, post: 4363284, member: 7911"] I had thought about modeling long-term injuries before Kieth Baker mentioned the idea in his blog (really, honest :) ). My idea is mostly for long-term injuries to be used at the discretion of the PCs, mostly because I like having debilitating effects in the world and hate to kill PCs (yes, I am a wimp). This is cut from my House Rules document, so I do not have the debilitating poison rules yet... Please, any suggestions are welcome. ************************************************* Long-Term Injuries & Debilitating Poisons Both long-term injuries and debilitating poisons are modeled after the disease rules in the 4E DMG (p 49). Long-term injuries (LTI) can be gained in three manners: when dying, when gaining a second use of Second Wind, or by GM determination (which will be very rare, but don't tempt me). Debilitating poisons are modeled after more real-world poisons that do more than damage. Dying and Long-Term Injuries When dying, a player character can automatically stabilize (make no more dying saves but still unconscious) by taking a long-term injury. The severity of the injury depends on how many dying saves the character has failed. Severity 0 - before any dying saves have been made Severity 1 - after 1 dying save was failed but before another is attempted Severity 2 - after 2 dying saves were failed but before another is attempted Severity 3 - after 3 dying saves are failed and character otherwise dies The effects of long-term injuries are based on the severity of the injury and its location. The GM determines the location of the injury based on the appropriateness of the damage. Just as with diseases, long-term injuries can heal or worsen. The character must make an Endurance check after each Extended Rest. Whether the character improves, maintains, or worsens depends on their Endurance result, just as with a disease. Likewise, as with diseases another character with the Heal skill can use their Heal skill to replace the patient's Endurance check. Improve: Endurance DC 15 + ½ character level + 3 x Severity Rating (move left) Maintain: Endurance DC 5 + ½ character level + 3 x Severity Rating Worsen: an Endurance check which does not at least maintain will worsen (move right) Examples: Severity 0 Arms - Sprained elbow Legs - Sprained knee Chest - Bruised ribs Nerves - Impaired senses Severity 1 Arms - Broken hand Legs - Broken foot Chest - Broken ribs Nerves - Concussion Severity 2 Arms - Broken arm Legs - Broken leg Chest - Internal bleeding Nerves - Brain Damage Severity 3 Arms - Severed arm Legs - Severed leg Chest - Damaged spine Nerves - Severe Brain Damage Long Term Injury Track: The victim is healed (Severity 3 injuries cannot fully heal without magic) < The victim suffers only half the numerical penalties listed below (-0 / -1 / -2 / -5). <> [B][U]Initial Effect: [/U][/B]The victim suffers the penalties listed below. <> The victim suffers 150% the numerical penalties listed below (-2 / -3 / -7 / unconsciousness). > [B][U]Final State:[/U][/B] the injury becomes permanent one severity grade higher (Severity 3 results in death). Magical healing is now necessary. Most Common Penalties: Severity 0 Arms: -1 to attacks, -1 damage Legs: -1 to attacks -1 movement Chest: -1 to attacks, -1 Healing Surge Nerves: -1 to attacks, Perception and Initiative Severity 1 Arms: -2 to attacks, -2 damage Legs: -2 to attacks, -2 movement Chest: -2 to attacks, -2 Healing Surges Nerves: -2 to attacks, Perception and Initiative Severity 2 Arms: -5 to attacks, Weakened Legs: -5 to attacks, Slowed Chest: -5 to attacks, -5 Healing Surges, Regain only half normal value with Healing Surge Nerves: -5 to attacks, Perception and Initiative; Dazed Severity 3 Arms: -10 to attacks, Weakened Legs: -10 to attacks, Slowed Chest: -10 to attacks, Regain only half normal value with Healing Surge, lose all Healing Surges (improves to -5 Healing Surges) Nerves: Blinded & Dazed (improvement will remove the Daze effect) Second Wind and Long-Term Injuries A bloodied character can regain and use their Second Wind ability as a minor action. After the encounter the character makes a save. Success means the character gains a Severity 0 long-term injury. Failure indicates he gains a Severity 1 long-term injury. Magical Healing: Regeneration Ritual The ritual used to magically heal from a long-term injury is called Regeneration. Regeneration Level 8 Category: Restoration Time: 1 hour Duration: Instantaneous Component Cost: 250 gp Market Price: 680 gp Key Skill: Heal This functions like the Cure Disease Ritual but instead magically ends all penalties associated with long-term injury, even Severity 3 injuries. Like Cure Disease, a Heal check is required, following the same rules as Cure Disease and using the same Heal check results (p 303). The functional level of the long-term injury is 5 + (Severity Level x 3). Debilitating Poison Coming soon to a dinner near you… [/QUOTE]
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