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General Tabletop Discussion
*Dungeons & Dragons
On Lingering Injuries
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<blockquote data-quote="empireofchaos" data-source="post: 6774245" data-attributes="member: 6800918"><p>So here is my takeaway from this discussion so far:</p><p></p><p>1) It's good to have lingering injuries in 5e, because healing is so easy (even for the gritty variants), and combat should have consequences.</p><p></p><p>2) It's a bad idea to tie lingering injuries to crits, because crits happen so frequently</p><p></p><p>3) It's a good idea to tie lingering injuries to death saves (it's a system that's already defined, and while imperfect, it's easy to use)</p><p></p><p>4) Recovering from injuries should require more sophisticated magic than just Cure Wounds (depending on the severity of the injury).</p><p></p><p>I've seen some decent crit tables and injury tables (including the one @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6690511" target="_blank">GX.Sigma</a></u></strong></em> proposes above), but I guess I want to get away from having to read detailed tables in the middle of combat. So I propose a fairly simple system that (imo) jibes with the spirit of the 5e rules.</p><p></p><p>When a character drops to 0 HP, roll a d4, and consult the following chart. If the character has failed one death save, roll an additional d4, and if he/she has failed 2 death saves, roll 3d4.</p><p></p><p>Roll <em> Result </em> <strong>Remedy to Reverse</strong></p><p></p><p> <em>1 Stunned 1 rd. after any cure, DC 10 Constitution each subsequent round to reverse (applies to all results below also)*</em> <strong> Lesser Restoration</strong></p><p> 2 <em> Minor Scar</em> (as per DMG)** <strong> Lesser Restoration</strong></p><p> 3 <em> Festering Wound</em> (as per DMG) <strong> Lesser Restoration</strong></p><p> 4 <em>Horrible Scar</em> (as per DMG)*** <strong>Greater Restoration</strong></p><p> 5 <em>Limp</em> (as per DMG) <strong> Greater Restoration</strong></p><p> 6 <em>Arm Useless (sprained/broken) - no weapon use, disadvantage if using off arm </em> <strong>Greater Restoration</strong></p><p> 7 <em>Broken Ribs</em> (as per DMG)**** <strong> Greater Restoration</strong></p><p> 8 <em>Internal Injury</em> (as per DMG)***** <strong>Greater Restoration</strong></p><p> 9 <em>Eye loss</em> (as per DMG)****** <strong> Regeneration</strong></p><p>10 <em>Arm loss</em> (as per DMG) <strong>Regeneration</strong></p><p>11 <em>Leg Loss</em> (as per DMG) <strong>Regeneration</strong></p><p>12 <em>Fatal Wound</em> (incapacitated 1d4 days, then death) <strong>Heal</strong></p><p></p><p>Variants:</p><p></p><p><em>* - Ringing ears. Disadvantage on hearing Perception until 3 day rest taken</em></p><p><em>** - Lose tooth - Disadvantage on Charisma/Persuasion, 25% spell failure if verbal component, Regeneration to heal</em></p><p><em>*** - Scar hurts in wet conditions (rain, snow, etc.) - When attempting action, DC 15 save, no actions/reactions until next turn</em></p><p><em>**** - Pierced lung - Action or bonus action, but not both. If 2nd lung punctured, death</em></p><p><em>***** - Skull fracture - When attempting action, DC 20 Con save, or no action/reaction until next turn </em></p><p><em>****** - ear (disadvantage on hearing perception, and charisma persuasion checks, advantage on intimidation), finger (disadvantage on slight of hand/dex checks), or nose (disadvantage on smell perception, and charisma persuasion checks,advantage on intimidation) loss instead</em></p><p></p><p>This way, no one is going to want to play games with being dropped, and will certainly want to cure dropped characters ASAP.</p><p></p><p>Also, so as to avoid setting up yet another tracking system: if a character is dropped to 0 HP, armor loses 1 pt of AC value (if small shield, it is destroyed).</p></blockquote><p></p>
[QUOTE="empireofchaos, post: 6774245, member: 6800918"] So here is my takeaway from this discussion so far: 1) It's good to have lingering injuries in 5e, because healing is so easy (even for the gritty variants), and combat should have consequences. 2) It's a bad idea to tie lingering injuries to crits, because crits happen so frequently 3) It's a good idea to tie lingering injuries to death saves (it's a system that's already defined, and while imperfect, it's easy to use) 4) Recovering from injuries should require more sophisticated magic than just Cure Wounds (depending on the severity of the injury). I've seen some decent crit tables and injury tables (including the one @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6690511"]GX.Sigma[/URL][/U][/B][/I] proposes above), but I guess I want to get away from having to read detailed tables in the middle of combat. So I propose a fairly simple system that (imo) jibes with the spirit of the 5e rules. When a character drops to 0 HP, roll a d4, and consult the following chart. If the character has failed one death save, roll an additional d4, and if he/she has failed 2 death saves, roll 3d4. Roll [I] Result [/I] [B]Remedy to Reverse[/B] [I]1 Stunned 1 rd. after any cure, DC 10 Constitution each subsequent round to reverse (applies to all results below also)*[/I] [B] Lesser Restoration[/B] 2 [I] Minor Scar[/I] (as per DMG)** [B] Lesser Restoration[/B] 3 [I] Festering Wound[/I] (as per DMG) [B] Lesser Restoration[/B] 4 [I]Horrible Scar[/I] (as per DMG)*** [B]Greater Restoration[/B] 5 [I]Limp[/I] (as per DMG) [B] Greater Restoration[/B] 6 [I]Arm Useless (sprained/broken) - no weapon use, disadvantage if using off arm [/I] [B]Greater Restoration[/B] 7 [I]Broken Ribs[/I] (as per DMG)**** [B] Greater Restoration[/B] 8 [I]Internal Injury[/I] (as per DMG)***** [B]Greater Restoration[/B] 9 [I]Eye loss[/I] (as per DMG)****** [B] Regeneration[/B] 10 [I]Arm loss[/I] (as per DMG) [B]Regeneration[/B] 11 [I]Leg Loss[/I] (as per DMG) [B]Regeneration[/B] 12 [I]Fatal Wound[/I] (incapacitated 1d4 days, then death) [B]Heal[/B] Variants: [I]* - Ringing ears. Disadvantage on hearing Perception until 3 day rest taken ** - Lose tooth - Disadvantage on Charisma/Persuasion, 25% spell failure if verbal component, Regeneration to heal *** - Scar hurts in wet conditions (rain, snow, etc.) - When attempting action, DC 15 save, no actions/reactions until next turn **** - Pierced lung - Action or bonus action, but not both. If 2nd lung punctured, death ***** - Skull fracture - When attempting action, DC 20 Con save, or no action/reaction until next turn ****** - ear (disadvantage on hearing perception, and charisma persuasion checks, advantage on intimidation), finger (disadvantage on slight of hand/dex checks), or nose (disadvantage on smell perception, and charisma persuasion checks,advantage on intimidation) loss instead[/I] This way, no one is going to want to play games with being dropped, and will certainly want to cure dropped characters ASAP. Also, so as to avoid setting up yet another tracking system: if a character is dropped to 0 HP, armor loses 1 pt of AC value (if small shield, it is destroyed). [/QUOTE]
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