I know what you're thinking - "Not another critical hit system" <groan>
OK, yes, This is another one of those threads, but I want your feedback anyway. You see, this house rule was created with two intentions. The first was to create a grittier and riskier combat experience for players, without directly increasing the lethality of combat. This is meant to give the players more to fear from combat than simple hit point loss, while making combat more colorful. A quick look at the critical hit tables below will reveal that there is nothing lethal on these tables.
The second intention for this system was to make injury and healing a part of the story telling of the game. Under the current system, simply casting a few spells removes all meaningful effects of combat and creates a world in which no real consequences of combat last longer than the next long rest. As a result combat injury has no actual effect of the narrative of the game. This system is intended to address this issue.
The system operates in two interconnected sections. The first section is the Critical Injury system. The second section is the application of long term Impairment. Critical Injuries were deliberately designed to take the magical healing system into account. Most critical injuries cannot be healed by spells that heal hit-points (Bleeding is an exception), but can be healed by other healing spells such as lesser restoration, greater restoration, heal regenerate and resurrection.
Critical Injuries
When a natural 20 is rolled and a Critical Injury ALWAYS results. When an attack roll results in a natural 20, roll double damage dice as normal (PHB pg ). In addition, the player must make a separate D20 roll to confirm the critical hit. Confirmation die rolls never use advantage or luck dice, but all other attack bonuses apply. This roll is ONLY made when a critical hit results from a natural 20 roll. Critical hits that are a result of another die result (such as a Champion who can roll a critical hit on a 19) do not cause Critical Injuries.
Critical injuries come in three levels of severity:
Minor Injury – Minor injuries represents the loss of tactical advantage that occurs as a result of the critical hit. This result occurs when the confirmation roll FAILS. Roll a d12 +1d8 and consult the Tactical Injury Table. The effect occurs in addition to the extra damage done due to the critical. Combat injuries typically only last for a few rounds of combat.
Serious Injury – This injury represents specific damage to the character that occurs as a result of the critical hit. This result occurs when the confirmation roll SUCCEEDS, but is not also a natural 20. Roll a d12 +1d8 and consult the Serious Injury Table. The effect occurs in addition to the extra damage done due to the critical. Serious injuries typically last for a few hours.
Severe Injury – This result occurs when the confirmation roll ALSO results in a natural 20. These results are quite severe and may be life threatening in and of themselves. Roll a d12 +1d8 and consult the Severe Injury Table. The effect occurs in addition to the extra damage done due to the critical. Severe injuries can be life changing, and/or permanent without the aid of powerful magics.
Minor Injury Table
ONLY applies on a natural 20. Roll to confirm the crit. If UN-successful, roll D8+D12 on table below.
2) Adrenaline Surge! Target gains 1d8+CON temporary HP. Gains one level of exhaustion at end of combat.
3) Head strike confuses target, attack nearest ally next turn.
4) Awesome strike – you and your allies each gain an inspiration die (d6).
5) Target throat struck – Mute for 1 minute (CON save negates).
6) Target gets blood in eyes – Blind one round.
7) Target restrained one round.
8) Target pinned down, any movement provokes AoO until end of target’s next turn.
9) Target knocked prone.
10) Target frightened for 1 minute (WIS save negates).
11) Target disarmed, held object falls at target’s feet.
12) Move target 5’ in direction of attacker’s choice.
13) Target’s speed halved for 1 minute (STR save negates).
14) Armor Rend – 2 AC. Takes 1 minute to repair armor.
15) Bleed 1-3 hp/round. A 1 action DC 10 medicine check or any magic healing negates.
16) Target moves up to 10’ and falls prone in square of attacker’s choosing.
17) Target discombobulated, loses next action, bonus action and reaction.
18) Dizzying head strike. Target slowed 1 minute (INT save negates).
19) Target off kilter, All allies that threaten target may take AoO.
20) Target stunned 1 minute (CON save negates).
Effects take place immediately. When indicated, saving throws are made at the end of each of the target’s turns. The DC of all saving throws is equal to the attackers attack bonus +8. Effects may also be removed with lesser restoration or a one-action medicine check equal to the save DC.
Serious Injury Table
ONLY applies on a natural 20. Roll to confirm the crit. If successful, roll D8+D12 on table below.
2) Eye damage, target Blinded.
3) Painful nerve damage, incapacitated 1 min (CON save negates), then disadvantage on checks.
4) Internal injuries, damage applies to HP maximum.
5) Painful back injury, target slowed until healed.
6) Dizzying head strike, -5 movement and disadvantage on ranged attack rolls until healed.
7) Equipment Damage: Armor Rend – 2 AC. Magic armor is still magical
8) Ribs broken. disadvantage on physical checks and saves.
9) Weapon hand struck, -1d4 to all attacks made with primary weapon.
10) Leg strike -10 movement speed (min speed = ½ max).
11) Disadvantage on saves and checks for one ability score (roll d6 1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Cha).
12) Bleed 1-4+1 hp/round. A 1 action DC 15 medicine check or any magic healing negates.
13) Shield arm struck, lose use of shield, disadvantage on two handed weapon use.
14) Bell Rung: disadvantage on mental checks and saves.
15) Equipment Damage: Weapon cracked, disadvantage on attack rolls with that weapon. Magic weapons are still magical
16) Severe leg injury, target falls prone, movement halved.
17) Target throat Struck – Mute until healed.
18) Ringing strike, target deafened.
19) Gut strike, target gains poisoned condition.
20) Spinal injury, target paralyzed.
Effects take place immediately. When indicated the DC of all saving throws is equal to the attackers attack bonus +8. Effects may be removed with a lesser restoration spell or more powerful magic. Effects can also be removed with a DC 20 medicine check made during a short rest. The effect is automatically removed after a long rest.
Severe Injury Table
ONLY applies on a natural 20. Roll to confirm the crit. If confirmation roll is ALSO a natural 20, roll D8+D12 on table below.
2) Eye struck, blind in one eye.
3) Leg severed/destroyed, fall prone, movement halved.
4) Jaw broken, can’t speak coherently/cast verbal spells.
5) Ribs crushed -1d4+1 Con.
6) Artery strike, bleed 2d6/round, magic healing reduces bleed on point-for point basis.
7) Equipment destroyed: Worn object or -4 AC.
8) Off-hand Incapacitated, drop held object, cannot use off hand.
9) Head struck – Stunned 1 round and lose 1d4+1 Int.
10) Pelvis Injury – Knocked prone and lose 1d4+1 Dex.
11) Clavicle broken – Can’t lift off hand and lose 1d4+1 Str.
12) Disfiguring injury – Blind for one round and lose 1d4+1 Cha.
13) Basic assumptions destroyed – lose next action and 1d4+1 Wis.
14) Main hand Incapacitated, drop object being held, cannot use main hand.
15) Equipment destroyed: Object in hand.
16) Leg Incapacitated, fall prone, movement halved.
17) Head strike, severe vertigo, movement halved, disadvantage on attack rolls.
18) Off-hand severed/destroyed.
19) Main hand severed/destroyed.
20) Neck broken, paralyzed or head severed death (monsters only).
Effects take place immediately. Effects last until healed. Effects may be removed with a greater restoration spell (at minimum) or more powerful magic. At the DM’s discretion, effects can also be removed with a DC 25 medicine check followed by 2-4 weeks of bed rest, OR a DC 30 medicine check made during a short rest coupled with a lesser restoration spell.
Table Notes:
Equipment Damage. These effect can be removed by mending cantrip or by a character proficient in the requisite armor or weapon skill if they also have the requisite tools to do the job. This repair can be made during a short rest. The effect occurs even if no equipment is in use (assume some other mechanical reason for the effect). In these cases, the effect can be removed by healing the confirmed critical as indicated above. Enchantments on items are not destroyed by this effect, but the object still needs to be mended to remove it.
Equipment Destroyed. This effect can be removed by repair methods as determined by the DM, typically using the crafting rules. This repair can be made during down time activities. The effect occurs even if no equipment is in use (assume some other mechanical reason for the effect). In these cases, the effect can be removed by healing the severe critical as indicated above
Long-term Impairment
Long-term impairment usually only come into play during downtime. When a character is on an adventure, he or she is assumed to be too pumped up on adrenaline to suffer the effects of long-term injuries. If a particular adventure is meant to take days or weeks, the DM may impose long term injuries at his or her discretion, but these rules are intended to create a storyline that includes rest and recuperation, and are not intended to serve as an obstacle to the action itself.
Procedure:
During the course of an adventure, a character may accumulate impairment dice. An impairment die is a constitution check that the character must roll at the beginning of downtime in order to determine if he or she suffers from impairment. The DM can have his players roll their impairment dice after a long rest, usually at the end of an adventure. The DC on this check is 10. Each failed check results in one point of impairment.
Injury dice are accumulated as follows:
Character reduced to zero hit points – 1 impairment die
Character fails a death saving throw – 1 impairment die per failed roll
Tactical Injuries – 1 impairment die
Serious Injuries – 3 impairment dice
Severe injuries – 5 impairment dice
The effects of Impairment:
Each point of impairment has two effects: First, it reduces the number of healing dice that the character has available during a short rest by half. Thus a character with two points of impairment has no healing dice available. Second each point of impairment causes one level of exhaustion up to a maximum exhaustion level of 5. If a character obtains six or more levels of exhaustion he or she is assumed to be slowly dying from his or her wounds. DM’s can figure out what if anything can reverse this effect. Remember, this is about story-telling, not about punishing players.
Healing Impairment:
Impairment points can be removed in several ways.
Feedback?
OK, yes, This is another one of those threads, but I want your feedback anyway. You see, this house rule was created with two intentions. The first was to create a grittier and riskier combat experience for players, without directly increasing the lethality of combat. This is meant to give the players more to fear from combat than simple hit point loss, while making combat more colorful. A quick look at the critical hit tables below will reveal that there is nothing lethal on these tables.
The second intention for this system was to make injury and healing a part of the story telling of the game. Under the current system, simply casting a few spells removes all meaningful effects of combat and creates a world in which no real consequences of combat last longer than the next long rest. As a result combat injury has no actual effect of the narrative of the game. This system is intended to address this issue.
The system operates in two interconnected sections. The first section is the Critical Injury system. The second section is the application of long term Impairment. Critical Injuries were deliberately designed to take the magical healing system into account. Most critical injuries cannot be healed by spells that heal hit-points (Bleeding is an exception), but can be healed by other healing spells such as lesser restoration, greater restoration, heal regenerate and resurrection.
Critical Injuries
When a natural 20 is rolled and a Critical Injury ALWAYS results. When an attack roll results in a natural 20, roll double damage dice as normal (PHB pg ). In addition, the player must make a separate D20 roll to confirm the critical hit. Confirmation die rolls never use advantage or luck dice, but all other attack bonuses apply. This roll is ONLY made when a critical hit results from a natural 20 roll. Critical hits that are a result of another die result (such as a Champion who can roll a critical hit on a 19) do not cause Critical Injuries.
Critical injuries come in three levels of severity:
Minor Injury – Minor injuries represents the loss of tactical advantage that occurs as a result of the critical hit. This result occurs when the confirmation roll FAILS. Roll a d12 +1d8 and consult the Tactical Injury Table. The effect occurs in addition to the extra damage done due to the critical. Combat injuries typically only last for a few rounds of combat.
Serious Injury – This injury represents specific damage to the character that occurs as a result of the critical hit. This result occurs when the confirmation roll SUCCEEDS, but is not also a natural 20. Roll a d12 +1d8 and consult the Serious Injury Table. The effect occurs in addition to the extra damage done due to the critical. Serious injuries typically last for a few hours.
Severe Injury – This result occurs when the confirmation roll ALSO results in a natural 20. These results are quite severe and may be life threatening in and of themselves. Roll a d12 +1d8 and consult the Severe Injury Table. The effect occurs in addition to the extra damage done due to the critical. Severe injuries can be life changing, and/or permanent without the aid of powerful magics.
Minor Injury Table
ONLY applies on a natural 20. Roll to confirm the crit. If UN-successful, roll D8+D12 on table below.
2) Adrenaline Surge! Target gains 1d8+CON temporary HP. Gains one level of exhaustion at end of combat.
3) Head strike confuses target, attack nearest ally next turn.
4) Awesome strike – you and your allies each gain an inspiration die (d6).
5) Target throat struck – Mute for 1 minute (CON save negates).
6) Target gets blood in eyes – Blind one round.
7) Target restrained one round.
8) Target pinned down, any movement provokes AoO until end of target’s next turn.
9) Target knocked prone.
10) Target frightened for 1 minute (WIS save negates).
11) Target disarmed, held object falls at target’s feet.
12) Move target 5’ in direction of attacker’s choice.
13) Target’s speed halved for 1 minute (STR save negates).
14) Armor Rend – 2 AC. Takes 1 minute to repair armor.
15) Bleed 1-3 hp/round. A 1 action DC 10 medicine check or any magic healing negates.
16) Target moves up to 10’ and falls prone in square of attacker’s choosing.
17) Target discombobulated, loses next action, bonus action and reaction.
18) Dizzying head strike. Target slowed 1 minute (INT save negates).
19) Target off kilter, All allies that threaten target may take AoO.
20) Target stunned 1 minute (CON save negates).
Effects take place immediately. When indicated, saving throws are made at the end of each of the target’s turns. The DC of all saving throws is equal to the attackers attack bonus +8. Effects may also be removed with lesser restoration or a one-action medicine check equal to the save DC.
Serious Injury Table
ONLY applies on a natural 20. Roll to confirm the crit. If successful, roll D8+D12 on table below.
2) Eye damage, target Blinded.
3) Painful nerve damage, incapacitated 1 min (CON save negates), then disadvantage on checks.
4) Internal injuries, damage applies to HP maximum.
5) Painful back injury, target slowed until healed.
6) Dizzying head strike, -5 movement and disadvantage on ranged attack rolls until healed.
7) Equipment Damage: Armor Rend – 2 AC. Magic armor is still magical
8) Ribs broken. disadvantage on physical checks and saves.
9) Weapon hand struck, -1d4 to all attacks made with primary weapon.
10) Leg strike -10 movement speed (min speed = ½ max).
11) Disadvantage on saves and checks for one ability score (roll d6 1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Cha).
12) Bleed 1-4+1 hp/round. A 1 action DC 15 medicine check or any magic healing negates.
13) Shield arm struck, lose use of shield, disadvantage on two handed weapon use.
14) Bell Rung: disadvantage on mental checks and saves.
15) Equipment Damage: Weapon cracked, disadvantage on attack rolls with that weapon. Magic weapons are still magical
16) Severe leg injury, target falls prone, movement halved.
17) Target throat Struck – Mute until healed.
18) Ringing strike, target deafened.
19) Gut strike, target gains poisoned condition.
20) Spinal injury, target paralyzed.
Effects take place immediately. When indicated the DC of all saving throws is equal to the attackers attack bonus +8. Effects may be removed with a lesser restoration spell or more powerful magic. Effects can also be removed with a DC 20 medicine check made during a short rest. The effect is automatically removed after a long rest.
Severe Injury Table
ONLY applies on a natural 20. Roll to confirm the crit. If confirmation roll is ALSO a natural 20, roll D8+D12 on table below.
2) Eye struck, blind in one eye.
3) Leg severed/destroyed, fall prone, movement halved.
4) Jaw broken, can’t speak coherently/cast verbal spells.
5) Ribs crushed -1d4+1 Con.
6) Artery strike, bleed 2d6/round, magic healing reduces bleed on point-for point basis.
7) Equipment destroyed: Worn object or -4 AC.
8) Off-hand Incapacitated, drop held object, cannot use off hand.
9) Head struck – Stunned 1 round and lose 1d4+1 Int.
10) Pelvis Injury – Knocked prone and lose 1d4+1 Dex.
11) Clavicle broken – Can’t lift off hand and lose 1d4+1 Str.
12) Disfiguring injury – Blind for one round and lose 1d4+1 Cha.
13) Basic assumptions destroyed – lose next action and 1d4+1 Wis.
14) Main hand Incapacitated, drop object being held, cannot use main hand.
15) Equipment destroyed: Object in hand.
16) Leg Incapacitated, fall prone, movement halved.
17) Head strike, severe vertigo, movement halved, disadvantage on attack rolls.
18) Off-hand severed/destroyed.
19) Main hand severed/destroyed.
20) Neck broken, paralyzed or head severed death (monsters only).
Effects take place immediately. Effects last until healed. Effects may be removed with a greater restoration spell (at minimum) or more powerful magic. At the DM’s discretion, effects can also be removed with a DC 25 medicine check followed by 2-4 weeks of bed rest, OR a DC 30 medicine check made during a short rest coupled with a lesser restoration spell.
Table Notes:
Equipment Damage. These effect can be removed by mending cantrip or by a character proficient in the requisite armor or weapon skill if they also have the requisite tools to do the job. This repair can be made during a short rest. The effect occurs even if no equipment is in use (assume some other mechanical reason for the effect). In these cases, the effect can be removed by healing the confirmed critical as indicated above. Enchantments on items are not destroyed by this effect, but the object still needs to be mended to remove it.
Equipment Destroyed. This effect can be removed by repair methods as determined by the DM, typically using the crafting rules. This repair can be made during down time activities. The effect occurs even if no equipment is in use (assume some other mechanical reason for the effect). In these cases, the effect can be removed by healing the severe critical as indicated above
Long-term Impairment
Long-term impairment usually only come into play during downtime. When a character is on an adventure, he or she is assumed to be too pumped up on adrenaline to suffer the effects of long-term injuries. If a particular adventure is meant to take days or weeks, the DM may impose long term injuries at his or her discretion, but these rules are intended to create a storyline that includes rest and recuperation, and are not intended to serve as an obstacle to the action itself.
Procedure:
During the course of an adventure, a character may accumulate impairment dice. An impairment die is a constitution check that the character must roll at the beginning of downtime in order to determine if he or she suffers from impairment. The DM can have his players roll their impairment dice after a long rest, usually at the end of an adventure. The DC on this check is 10. Each failed check results in one point of impairment.
Injury dice are accumulated as follows:
Character reduced to zero hit points – 1 impairment die
Character fails a death saving throw – 1 impairment die per failed roll
Tactical Injuries – 1 impairment die
Serious Injuries – 3 impairment dice
Severe injuries – 5 impairment dice
The effects of Impairment:
Each point of impairment has two effects: First, it reduces the number of healing dice that the character has available during a short rest by half. Thus a character with two points of impairment has no healing dice available. Second each point of impairment causes one level of exhaustion up to a maximum exhaustion level of 5. If a character obtains six or more levels of exhaustion he or she is assumed to be slowly dying from his or her wounds. DM’s can figure out what if anything can reverse this effect. Remember, this is about story-telling, not about punishing players.
Healing Impairment:
Impairment points can be removed in several ways.
- 1 day of bed rest removes one point of impairment.
- 2 days of down time activity removes one point of impairment.
- 4 days of adventuring removes one point of impairment.
- A character may benefit from one (DC 15) medicine check per day to remove one point of impairment. This medicine check must be made by a character practicing medicine as a downtime activity. A character cannot make this check on himself.
- Any magical effect that removes a level of exhaustion such as Greater Restoration also removes one point of impairment.
Feedback?