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Lose a Limb
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<blockquote data-quote="jdrakeh" data-source="post: 4757142" data-attributes="member: 13892"><p>As somebody else mentioned, such rules are notably missing from all edtions of D&D (as part of the core rule books, anyhow). </p><p></p><p>D&D simply isn't focused on simulating things like realistic injury, wound infection, etc. Specifcially, the lack of such rules was what spawned things like Rolemaster (originally designed to supplement other games) and 'critical hit' tables like those found in the old Armory supplements. </p><p></p><p>If you lack supplements such as those mentioned above, you'll have to make up your own rules for such things (like the people who wrote such supplements did) <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=":)" /> A good place to start might be by looking at things like Arms Law/Claw Law for Rolemaster, or by checking out rules for realistic injuries in such systems as Harn Master.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4757142, member: 13892"] As somebody else mentioned, such rules are notably missing from all edtions of D&D (as part of the core rule books, anyhow). D&D simply isn't focused on simulating things like realistic injury, wound infection, etc. Specifcially, the lack of such rules was what spawned things like Rolemaster (originally designed to supplement other games) and 'critical hit' tables like those found in the old Armory supplements. If you lack supplements such as those mentioned above, you'll have to make up your own rules for such things (like the people who wrote such supplements did) :) A good place to start might be by looking at things like Arms Law/Claw Law for Rolemaster, or by checking out rules for realistic injuries in such systems as Harn Master. [/QUOTE]
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