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Open Chest Wound -- What Would You Do? and Now; What I Did!
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<blockquote data-quote="Aluvial" data-source="post: 3838569" data-attributes="member: 6862"><p>Alright, here is what I did... </p><p></p><p>I dropped the PC's CON score down to a 1, most of it being Temp Damage, but 1/4 or the points (5) of it being Permanent. </p><p></p><p>In reference to the wound, I added a new concept I called Injury points. The number of injury points is equal to the total CON lost, both Temp and Permanent. </p><p></p><p>So this character who started with a CON of 21 (Stonechild) ended up with 20 injury points, 15 temp CON damage, and 5 permanent CON drain. </p><p></p><p>You can repair CON damage normally. Note that the 5 Permanent points require a Restoration spell (4th Lvl.)</p><p></p><p>To repair an Injury point, you have to use at least a 1d8 Cure spell. Each d8 (or more) of healing removes 1 Injury point. A Heal spell would remove all Injury points. So, with 20 Injury points, the character needs at least 20d8 of Cure spells. Injury points can be healed naturally, but only at the rate of 1 per week (Heal checks can increase the time to 2/week). </p><p></p><p><strong>In addition, Injury points can not be healed past the current level of CON damage and drain. </strong> In other words, you can only heal Injury points if the CON points heal first (or at the same time). </p><p></p><p>Then I set up a chart based on the amount of Injury points you have. </p><p></p><p>From Full Injury (1 Con) to 3/4 Injury, the character is immobile and takes -20 on all d20 rolls. (+ whatever debilitating effects you want to have). My PC was able to make an "aaack" sound, and could nod her head. </p><p></p><p>From 3/4 to 1/2 Injury, the character might be able to sit up, and moves (only if needed) at 1/4. Character takes -15 on all d20 rolls. (Other effects based on the type of injury) My PC will be able to speak slowly here and for short periods of time. </p><p></p><p>From 1/2 to 1/4 Injury, the character can move up to 1/2 movement and character takes a -10 on d20 rolls. (Again, other effects if you want them.)</p><p></p><p>From 1/4 to 0 Injury, the character can move up to 3/4 movement and -5 on all d20 rolls.</p><p></p><p>So back to my example, if my character with 15 CON damage, 5 CON drain, and 20 Injury points, with only un-nursed (no Heal checks) care, just be rest, would need at least 8 days to regain the 15 CON damage. This would heal 1 Injury point. The character would need another 14 weeks of rest to regain up to the full amount of CON healed at this point. The other 5 CON and 5 Injury points could not be healed with normal bed rest! This would require magic to fix! Without the magic, the character would be stuck at 1/4 injury damage, would only be able to move 3/4 speed, and take -5 on all d20 rolls!</p><p></p><p></p><p>Hope you like the system.</p><p></p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 3838569, member: 6862"] Alright, here is what I did... I dropped the PC's CON score down to a 1, most of it being Temp Damage, but 1/4 or the points (5) of it being Permanent. In reference to the wound, I added a new concept I called Injury points. The number of injury points is equal to the total CON lost, both Temp and Permanent. So this character who started with a CON of 21 (Stonechild) ended up with 20 injury points, 15 temp CON damage, and 5 permanent CON drain. You can repair CON damage normally. Note that the 5 Permanent points require a Restoration spell (4th Lvl.) To repair an Injury point, you have to use at least a 1d8 Cure spell. Each d8 (or more) of healing removes 1 Injury point. A Heal spell would remove all Injury points. So, with 20 Injury points, the character needs at least 20d8 of Cure spells. Injury points can be healed naturally, but only at the rate of 1 per week (Heal checks can increase the time to 2/week). [b]In addition, Injury points can not be healed past the current level of CON damage and drain. [/b] In other words, you can only heal Injury points if the CON points heal first (or at the same time). Then I set up a chart based on the amount of Injury points you have. From Full Injury (1 Con) to 3/4 Injury, the character is immobile and takes -20 on all d20 rolls. (+ whatever debilitating effects you want to have). My PC was able to make an "aaack" sound, and could nod her head. From 3/4 to 1/2 Injury, the character might be able to sit up, and moves (only if needed) at 1/4. Character takes -15 on all d20 rolls. (Other effects based on the type of injury) My PC will be able to speak slowly here and for short periods of time. From 1/2 to 1/4 Injury, the character can move up to 1/2 movement and character takes a -10 on d20 rolls. (Again, other effects if you want them.) From 1/4 to 0 Injury, the character can move up to 3/4 movement and -5 on all d20 rolls. So back to my example, if my character with 15 CON damage, 5 CON drain, and 20 Injury points, with only un-nursed (no Heal checks) care, just be rest, would need at least 8 days to regain the 15 CON damage. This would heal 1 Injury point. The character would need another 14 weeks of rest to regain up to the full amount of CON healed at this point. The other 5 CON and 5 Injury points could not be healed with normal bed rest! This would require magic to fix! Without the magic, the character would be stuck at 1/4 injury damage, would only be able to move 3/4 speed, and take -5 on all d20 rolls! Hope you like the system. Aluvial [/QUOTE]
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Open Chest Wound -- What Would You Do? and Now; What I Did!
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