I'm trying a wound system for my custom game but it has not been tested that much. It does add a bit of complexity and tracking (I'm using a computer tool to keep track of everything) and may not be balanced but here's my take on it.
Characters start healthy, fit and confident. Damage, special effects and intense activity may increase these levels with secondary effects listed on the following tables.
Wound level | Effect | Rest time |
Healthy | Standard state, No effect | - |
Bruised | -1 to attack rolls | 1 day |
Injured | Weary, -1 to attack rolls and saves | 2 days |
Wounded | Tired, -2 to attack rolls and saves | 2 days |
Critical | Fatigued, -2 to attack rolls and saves, Roll on critical injury table | 2 days |
Death | Exhausted, Character makes a death saving throw or dies* | 3 days |
Exhaust level | Effect | Rest time |
Fit | Standard state, No effect | - |
Weary | -1 to skill and ability tests (STR/DEX/CON) | 6 hours |
Tired | -2 to skill and ability tests (STR/DEX/CON) | 4 hours |
Spent | Cannot run, -3 to skill and ability tests (STR/DEX/CON) | 2 hours |
Fatigued | Cannot run, -4 to skill and ability tests (STR/DEX/CON), 25% spell failure | 2 hours |
Exhausted | Half speed, Cannot run, -6 to skill and ability tests (STR/DEX/CON), 50% spell failure | 1 hour |
Fear level | Effect |
Confident | Standard state, No effect |
Uneasy | -1 to attack rolls against target of fear |
Shaken | -2 to attack rolls against target of fear |
Frightened | Character tries to flee, Fights if unable with -3 penalty |
Terrified | Character tries to flee, Fights if unable with -4 penalty |
Horrified | Character tries to flee, Cower if unable |
Wound level increase by 1 whenever a character suffer damage at least equal to 6 + CON modifier + 2 * level (DD5) or 4 + CON modifier + ½ * level (DD4) in a single hit/round? This one I'm still searching for a good value...
Exhaust level increase by 1 every 16 + CON modifier hours without resting, when a special effect cause exhaustion, or if a very strenuous activity is taken (DM appreciation).
Fear level increase by 1 depending on special effects and failed saves. Fear levels recover as soon as the effect duration or the target of fear dies/disappear.
Fear and exhaustion levels can increase by more than 1 level if an effect state otherwise.
A character at 0 hp gains 1 wound level every time he suffers damage.
Rest time to recover from 1 exhaustion or wound level is shown in the table and are cumulative.
But as said before, sometime simplicity and ease of use are important. This adds quite a level of complexity to combat tracking and needs adaptation for some rules (fear and exhaustion).