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General Tabletop Discussion
*Pathfinder & Starfinder
Proposed Damage / Healing System
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<blockquote data-quote="RangerWickett" data-source="post: 5807204" data-attributes="member: 63"><p>I don't think that would fly for most D&Ders. If I may suggest an alternative?</p><p></p><p>It seems like 5e will have different rules modules you can layer atop the core rules. I imagine the core rules will be "You have HP. When you're at 0, you're unconscious. At negative X you're dead. Also make death saves to see if you bleed out." In effect, basically 4th edition, though I imagine they'll take out healing surges and instead give you a once-per-day second wind.</p><p></p><p>But then there could be the "wound module." </p><p></p><p> </p><p><span style="font-size: 15px"><strong>Wound Module</strong></span></p><p>Wounds are persistent injuries that impair adventurers and their enemies beyond a single encounter, and that can possibly even kill a creature outright. Most wounds occur due to critical hits, but these rules handle any sort of long-term or permanent injury, such as if a thief is caught stealing and has his hand chopped off in punishment.</p><p></p><p> </p><p><span style="font-size: 12px"><strong>Wound Types</strong></span></p><p>Wounds can be minor or major, temporary or permanent. </p><p></p><p><strong>Minor Wounds</strong> - Partial blindness (-2 to attack rolls), garbled (unable to speak above a whisper), weakened arm (weakened condition on attacks by that limb), weakened leg (slowed), blood loss (make a single death saving throw (DC 10) at the end of your next turn; three failed death saves in a day result in death). These conditions also likely incur -2 penalties to skill checks that rely on the injured body part.</p><p></p><p><strong>Major Wounds</strong> - Blindness (-2 to attack rolls and Perception checks, grant combat advantage), muted (unable to speak), crippled arm (unable to attack with that limb), crippled leg (immobilized unless you have a crutch), severe bleeding (make death saving throws (DC 10) at the end of each of your turns until you die, receive magical healing, or stanch the bleeding (Heal DC 15). These conditions also likely incur -5 penalties to skill checks that rely on the injured body part.</p><p></p><p><strong>Temporary Wounds</strong> - After an extended rest, make a Constitution save (DC 20) to recover. You or an ally can make a Heal check in place of your Constitution save.</p><p></p><p><strong>Permanent Wounds</strong> - The damage can only be restored with magic, either to heal or to create a prosthesis. If you have a permanent bleeding wound, the bleeding condition reoccurs the first time you take damage in a combat.</p><p></p><p> </p><p><span style="font-size: 12px"><strong>Wounds in Combat</strong></span></p><p>When an attack is a critical hit (natural 20 on the attack roll), in addition to its hit point damage, it causes a wound. The severity of the wound depends on the die roll of the damage, not counting modifiers. If the attack has several dice of damage, use whichever single die is highest to determine the wound's severity.</p><p></p><p>The attacker chooses one of the options available at the appropriate severity, including what type of injury to inflict (eye, throat, arm, leg, etc.).</p><p></p><p><strong>Severity 1</strong></p><ul> <li data-xf-list-type="ul">The defender makes a Con save (DC 5) or suffers a minor temporary wound.</li> </ul><p></p><p><strong>Severity 2</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 10) or minor temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 5) or major temporary wound.</li> </ul><p></p><p><strong>Severity 3</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 15) or minor temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 10) or major temporary wound.</li> </ul><p></p><p><strong>Severity 4</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 20) or minor temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 15) or major temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 5) or minor permanent wound.</li> </ul><p></p><p><strong>Severity 5</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 20) or major temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 10) or minor permanent wound.</li> <li data-xf-list-type="ul">Con save (DC 5) or major permanent wound.</li> </ul><p></p><p><strong>Severity 6</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 20) or major temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 15) or minor permanent wound.</li> <li data-xf-list-type="ul">Con save (DC 10) or major permanent wound.</li> <li data-xf-list-type="ul">Mortal wound. Immediate Con save (DC 5) or die.</li> </ul><p></p><p><strong>Severity 7</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 20) or major temporary wound.</li> <li data-xf-list-type="ul">Con save (DC 20) or minor permanent wound.</li> <li data-xf-list-type="ul">Con save (DC 15) or major permanent wound.</li> <li data-xf-list-type="ul">Immediate Con save (DC 10) or die.</li> </ul><p></p><p><strong>Severity 8</strong></p><ul> <li data-xf-list-type="ul">Con save (DC 20) or major permanent wound.</li> <li data-xf-list-type="ul">Immediate Con save (DC 15) or die.</li> </ul><p></p><p><strong>Severity 9+</strong></p><ul> <li data-xf-list-type="ul">Immediate Con save (DC 20) or die.</li> </ul></blockquote><p></p>
[QUOTE="RangerWickett, post: 5807204, member: 63"] I don't think that would fly for most D&Ders. If I may suggest an alternative? It seems like 5e will have different rules modules you can layer atop the core rules. I imagine the core rules will be "You have HP. When you're at 0, you're unconscious. At negative X you're dead. Also make death saves to see if you bleed out." In effect, basically 4th edition, though I imagine they'll take out healing surges and instead give you a once-per-day second wind. But then there could be the "wound module." [size=4][b]Wound Module[/b][/size] Wounds are persistent injuries that impair adventurers and their enemies beyond a single encounter, and that can possibly even kill a creature outright. Most wounds occur due to critical hits, but these rules handle any sort of long-term or permanent injury, such as if a thief is caught stealing and has his hand chopped off in punishment. [size=3][b]Wound Types[/b][/size] Wounds can be minor or major, temporary or permanent. [b]Minor Wounds[/b] - Partial blindness (-2 to attack rolls), garbled (unable to speak above a whisper), weakened arm (weakened condition on attacks by that limb), weakened leg (slowed), blood loss (make a single death saving throw (DC 10) at the end of your next turn; three failed death saves in a day result in death). These conditions also likely incur -2 penalties to skill checks that rely on the injured body part. [b]Major Wounds[/b] - Blindness (-2 to attack rolls and Perception checks, grant combat advantage), muted (unable to speak), crippled arm (unable to attack with that limb), crippled leg (immobilized unless you have a crutch), severe bleeding (make death saving throws (DC 10) at the end of each of your turns until you die, receive magical healing, or stanch the bleeding (Heal DC 15). These conditions also likely incur -5 penalties to skill checks that rely on the injured body part. [b]Temporary Wounds[/b] - After an extended rest, make a Constitution save (DC 20) to recover. You or an ally can make a Heal check in place of your Constitution save. [b]Permanent Wounds[/b] - The damage can only be restored with magic, either to heal or to create a prosthesis. If you have a permanent bleeding wound, the bleeding condition reoccurs the first time you take damage in a combat. [size=3][b]Wounds in Combat[/b][/size] When an attack is a critical hit (natural 20 on the attack roll), in addition to its hit point damage, it causes a wound. The severity of the wound depends on the die roll of the damage, not counting modifiers. If the attack has several dice of damage, use whichever single die is highest to determine the wound's severity. The attacker chooses one of the options available at the appropriate severity, including what type of injury to inflict (eye, throat, arm, leg, etc.). [b]Severity 1[/b] [list][*]The defender makes a Con save (DC 5) or suffers a minor temporary wound.[/list] [b]Severity 2[/b] [list][*]Con save (DC 10) or minor temporary wound. [*]Con save (DC 5) or major temporary wound.[/list] [b]Severity 3[/b] [list][*]Con save (DC 15) or minor temporary wound. [*]Con save (DC 10) or major temporary wound.[/list] [b]Severity 4[/b] [list][*]Con save (DC 20) or minor temporary wound. [*]Con save (DC 15) or major temporary wound. [*]Con save (DC 5) or minor permanent wound.[/list] [b]Severity 5[/b] [list][*]Con save (DC 20) or major temporary wound. [*]Con save (DC 10) or minor permanent wound. [*]Con save (DC 5) or major permanent wound.[/list] [b]Severity 6[/b] [list][*]Con save (DC 20) or major temporary wound. [*]Con save (DC 15) or minor permanent wound. [*]Con save (DC 10) or major permanent wound. [*]Mortal wound. Immediate Con save (DC 5) or die.[/list] [b]Severity 7[/b] [list][*]Con save (DC 20) or major temporary wound. [*]Con save (DC 20) or minor permanent wound. [*]Con save (DC 15) or major permanent wound. [*]Immediate Con save (DC 10) or die.[/list] [b]Severity 8[/b] [list][*]Con save (DC 20) or major permanent wound. [*]Immediate Con save (DC 15) or die.[/list] [b]Severity 9+[/b] [list][*]Immediate Con save (DC 20) or die.[/list] [/QUOTE]
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