Use the following method to damage, brake, or sever limbs in melee battle.
This is a small variant that only modifies sunder and allows dismembering, during battle, and before a foe is helpless.
Normally = the only method of severing or dismembering a limb from a living creature is to make them helpless. This makes it impossible to remove a limb during battle and before the creature is dead or dying, with the exception of one spell.
There are several ways to reattach or regrow limbs in D&D, but it is not defined how to remove limbs during battle. The most common suggestion is using criticals and flavor text (ie you did 10pt of damage and your hit severed the knoll’s arm off). There are very few players that would except the loss of their PC’s limb as part of flavor text and any random factor favors the enemies. Thus many wanted a non-random method that accomplished this goal before a target died.
This is how it is done.
The attacker must make a sunder attempt against a living target’s limb that is within their melee threat reach. Height is a factor, if the limb is above the attackers reach then they can not target it. All of the rules of sundering apply except the limb has its own AC and it’s hit points are determined as a percentage of the target’s max HP.
Limbs AC = The targets full AC and reduce the size modifier by 2 size categories. Refer to page 134 PHB. This represents the size of the limb compared to the targets full size. Examples: a human would go from 0 to +2, a gnome would go from a +1 to a +4, and so on.
If the limb is equipped with a weapon that offers any bonus to hit then that bonus is added to the limb’s AC as a circumstantial bonus. Spells that increase a players ability to hit can also be counted in this AC bonus. Arms equipped with any shield larger then a buckler have total cover an may not be targeted. If a PC is equipped with a tower shield then the leg behind the shield also has total cover. In most case a shield has to be sundered to bits before the limb can be targeted.
Sundering through armor makes sundering limbs too tedious and most players lost interest, thus armor is used only to determine a successful hit. Hitting an armored limb means striking an area of the limb that is not covered. All armor has chink points including full plate.
Limb HP = Divide the targets max HP by the total number of limbs -2 (minimum 2 limbs) this is the limbs HP. Count only arms, legs, wings, and any limb that can perform an unarmed or natural strike, not counting the head.
Although “limb damage” is lethal damage, it is tracked in the same manner as non-lethal damage. Every point of damage done to a limb is applied to the targets current HP. Tracking limb HP is only to determine the amount of damage the limb has sustained. Note; a sunder limb attempt against a creature that is immune to criticals is ineffective and does no damage.
Limb Damage Effects
Disabled = at 1/2 limb HP. For all intensive purposes the limb can not preform it’s normal functions. If needed disabled arms and wings can still be flailed in the way of an attack to the head. So; the head can not be targeted unless all block able limbs have been broken or severed, the target is helpless, or the attacker uses the feat Head Shot.
Arms = the hand is unable to grasp anything and can’t perform simple gestures or skills.
Legs = a bipedal target can’t stand while threatened. Quadruped may stand with 3 legs. Maniped are unaffected.
Wings = the target can not fly or even glide.
Tail = If the target depends on it’s tail to fly like most dragons do, then it can not fly but it may still glide.
Claw, Hooves and Talons = Creatures with claw like attacks can make a clumsy claw attack with a disabled limb. The creature takes a -2 to their attack and they make the attack as if their strength bonus was “0”. If these limbs are also used to remain standing then they may do so but they are unable to move while threatened.
Broken = (bludgeoning) limb HP = 0 or less. The limb is still attached but it is fractured, shattered, or there is a protruding bone. The limb can not be moved on it’s own. DC = 15 heal check to set the bone. Regenerate is needed to mend the bone or 1 months time to heal naturally even after the creature’s HP has been restored.
Severed = (slashing) limb HP = 0 or less. It's missing! Refer to healing below.
Excessive Limb Damage = Damage from an attack can NOT exceed the max hit points of a limb. Plus severing a limb does not trigger the cleave feat. Example: If a player scores a critical hit to sever the limb of a Gnoll with a max HP of 11, and 1/2 of 11 HP is 5.5 rounded up to (6), then any damage exceeding 6 pts is wasted. This makes severing work on low CR monsters.
Secondary Damage - If a limb is missing or broken it represents a traumatic injury; so treat it like being hit with a weapon of wounding = -1 Constitution each round until stabilized - heal check DC 15. Con HP damage reduces both current and max HP so they continue to take damage every other round, and they can even die (bleed out) if not attended too.
Healing - Cure spells will not mend a broken bone nor regrow a missing limb. Magical healing targets the whole body at once, thus only a portion of any cure spell applies to limb damage - (unless the only damage a PC has sustained is to a limb.) Divide the total regained points by the number of damaged limbs and the body. A healer can target just one limb but any extra recovered HP over the limb HP is lost in the same way excess damage is. Disabled limbs can not be used until fully healed and if a character is regaining health by resting then the limb is the last to heal.
Two Handed Weapons = With the feat Monkey Grip a player may wield a 2 handed melee weapon in one hand. There is more to Monkey Grip but, in a nutshell, this makes welding weapons in this manor like a proficiency. A disabled fighter with a 2 handed weapon can wield it as if they where un-proficient with it in one hand.
Alternate Movement
Hobbling or crawling (Base land speed = 5) can not run
A crutch 5gp (Base land speed = 10) max run x2
A wood leg 15gp (Base land speed = 20) max run x3
Clockwork Leg 300gp (Base land speed = Normal) Charisma -1
Battle Effectiveness - Disabling, braking, or severing a limb only prohibits the use of that limb and the skill checks requiring that limb. There are no negatives to using other limbs to attack. Most often foes can continue to attack with the loss of one limb. DM may adjust moral modifiers to determine when the foes choose to flee. Sundering limbs vs direct damage is comparable in the number of rounds it takes to defeat a foe due to the additional AC and attacks of opportunity.
Statistics = Accounting for all monsters in the books and factoring by level vs CR; only 1 in every 58th foe would be both able and willing to attempt sundering a hero’s limbs. Most would determine the attack of opportunity to not be worth it.
Clerics can reattach or regenerate lost or broken limbs, for a moderate fee (regenerate spell = 910 gold), so it is not that unthinkable to have characters/foes brake or lose limbs in battle. It will force them to think on their feet (or foot in this case) and adjust their tactics accordingly. It also presents the players with more options to diversify their character development.
Kindest Personal Regards
Omegas
Kindest Personal Regards
Omegas
This is a small variant that only modifies sunder and allows dismembering, during battle, and before a foe is helpless.
Normally = the only method of severing or dismembering a limb from a living creature is to make them helpless. This makes it impossible to remove a limb during battle and before the creature is dead or dying, with the exception of one spell.
There are several ways to reattach or regrow limbs in D&D, but it is not defined how to remove limbs during battle. The most common suggestion is using criticals and flavor text (ie you did 10pt of damage and your hit severed the knoll’s arm off). There are very few players that would except the loss of their PC’s limb as part of flavor text and any random factor favors the enemies. Thus many wanted a non-random method that accomplished this goal before a target died.
This is how it is done.
The attacker must make a sunder attempt against a living target’s limb that is within their melee threat reach. Height is a factor, if the limb is above the attackers reach then they can not target it. All of the rules of sundering apply except the limb has its own AC and it’s hit points are determined as a percentage of the target’s max HP.
Limbs AC = The targets full AC and reduce the size modifier by 2 size categories. Refer to page 134 PHB. This represents the size of the limb compared to the targets full size. Examples: a human would go from 0 to +2, a gnome would go from a +1 to a +4, and so on.
If the limb is equipped with a weapon that offers any bonus to hit then that bonus is added to the limb’s AC as a circumstantial bonus. Spells that increase a players ability to hit can also be counted in this AC bonus. Arms equipped with any shield larger then a buckler have total cover an may not be targeted. If a PC is equipped with a tower shield then the leg behind the shield also has total cover. In most case a shield has to be sundered to bits before the limb can be targeted.
Sundering through armor makes sundering limbs too tedious and most players lost interest, thus armor is used only to determine a successful hit. Hitting an armored limb means striking an area of the limb that is not covered. All armor has chink points including full plate.
Limb HP = Divide the targets max HP by the total number of limbs -2 (minimum 2 limbs) this is the limbs HP. Count only arms, legs, wings, and any limb that can perform an unarmed or natural strike, not counting the head.
Although “limb damage” is lethal damage, it is tracked in the same manner as non-lethal damage. Every point of damage done to a limb is applied to the targets current HP. Tracking limb HP is only to determine the amount of damage the limb has sustained. Note; a sunder limb attempt against a creature that is immune to criticals is ineffective and does no damage.
Limb Damage Effects
Disabled = at 1/2 limb HP. For all intensive purposes the limb can not preform it’s normal functions. If needed disabled arms and wings can still be flailed in the way of an attack to the head. So; the head can not be targeted unless all block able limbs have been broken or severed, the target is helpless, or the attacker uses the feat Head Shot.
Arms = the hand is unable to grasp anything and can’t perform simple gestures or skills.
Legs = a bipedal target can’t stand while threatened. Quadruped may stand with 3 legs. Maniped are unaffected.
Wings = the target can not fly or even glide.
Tail = If the target depends on it’s tail to fly like most dragons do, then it can not fly but it may still glide.
Claw, Hooves and Talons = Creatures with claw like attacks can make a clumsy claw attack with a disabled limb. The creature takes a -2 to their attack and they make the attack as if their strength bonus was “0”. If these limbs are also used to remain standing then they may do so but they are unable to move while threatened.
Broken = (bludgeoning) limb HP = 0 or less. The limb is still attached but it is fractured, shattered, or there is a protruding bone. The limb can not be moved on it’s own. DC = 15 heal check to set the bone. Regenerate is needed to mend the bone or 1 months time to heal naturally even after the creature’s HP has been restored.
Severed = (slashing) limb HP = 0 or less. It's missing! Refer to healing below.
Excessive Limb Damage = Damage from an attack can NOT exceed the max hit points of a limb. Plus severing a limb does not trigger the cleave feat. Example: If a player scores a critical hit to sever the limb of a Gnoll with a max HP of 11, and 1/2 of 11 HP is 5.5 rounded up to (6), then any damage exceeding 6 pts is wasted. This makes severing work on low CR monsters.
Secondary Damage - If a limb is missing or broken it represents a traumatic injury; so treat it like being hit with a weapon of wounding = -1 Constitution each round until stabilized - heal check DC 15. Con HP damage reduces both current and max HP so they continue to take damage every other round, and they can even die (bleed out) if not attended too.
Healing - Cure spells will not mend a broken bone nor regrow a missing limb. Magical healing targets the whole body at once, thus only a portion of any cure spell applies to limb damage - (unless the only damage a PC has sustained is to a limb.) Divide the total regained points by the number of damaged limbs and the body. A healer can target just one limb but any extra recovered HP over the limb HP is lost in the same way excess damage is. Disabled limbs can not be used until fully healed and if a character is regaining health by resting then the limb is the last to heal.
Two Handed Weapons = With the feat Monkey Grip a player may wield a 2 handed melee weapon in one hand. There is more to Monkey Grip but, in a nutshell, this makes welding weapons in this manor like a proficiency. A disabled fighter with a 2 handed weapon can wield it as if they where un-proficient with it in one hand.
Alternate Movement
Hobbling or crawling (Base land speed = 5) can not run
A crutch 5gp (Base land speed = 10) max run x2
A wood leg 15gp (Base land speed = 20) max run x3
Clockwork Leg 300gp (Base land speed = Normal) Charisma -1
Battle Effectiveness - Disabling, braking, or severing a limb only prohibits the use of that limb and the skill checks requiring that limb. There are no negatives to using other limbs to attack. Most often foes can continue to attack with the loss of one limb. DM may adjust moral modifiers to determine when the foes choose to flee. Sundering limbs vs direct damage is comparable in the number of rounds it takes to defeat a foe due to the additional AC and attacks of opportunity.
Statistics = Accounting for all monsters in the books and factoring by level vs CR; only 1 in every 58th foe would be both able and willing to attempt sundering a hero’s limbs. Most would determine the attack of opportunity to not be worth it.
Clerics can reattach or regenerate lost or broken limbs, for a moderate fee (regenerate spell = 910 gold), so it is not that unthinkable to have characters/foes brake or lose limbs in battle. It will force them to think on their feet (or foot in this case) and adjust their tactics accordingly. It also presents the players with more options to diversify their character development.
Kindest Personal Regards
Omegas
Kindest Personal Regards
Omegas
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