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General Tabletop Discussion
*Dungeons & Dragons
Wounds - when would you give them?
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<blockquote data-quote="toucanbuzz" data-source="post: 7852233" data-attributes="member: 19270"><p>I used the "fail death save by 5 or more" mechanic when applying <strong>Lingering Injuries</strong>, which sounds like what you're talking about. That's a 25% chance per d20 roll, so we had lingering injuries pop up often enough. Most were non-impactful because the ones with penalty were cured by any magical healing. Only once did we have a player roll a "loss of limb" (he lost an arm and was specialized in two-handed weaponry).</p><p></p><p><em>In summary, they can be interesting, but except for scars and lost limbs, all are inconsequential because they go away with the next Cure spell or Potion of Healing used.</em></p><p></p><p>If using <strong>Lingering Injuries</strong>, I wouldn't have them apply more often. Death Saves occur often enough. Hitting 0 or being critically hit will result in enough rolls that eventually someone will lose limbs on a routine basis in a campaign.</p><p></p><p>If you're talking about the abstract nature of Hit Points, I'm still tinkering with the UA <strong>Vitality</strong> rules by adopting AD&D and 3rd edition mechanics where your true health, the ability to sustain actual damage to your body, is represented not by <em>Hit Points</em>, which are an abstract representation of ability to avoid lethal damage, exhaustion, and luck, but rather by a small number after reaching 0 hit points. This pool is slow to heal, even with magic, making it riskier when you take actual damage to keep adventuring. The next time you hit 0hp, you might not get back up.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7852233, member: 19270"] I used the "fail death save by 5 or more" mechanic when applying [B]Lingering Injuries[/B], which sounds like what you're talking about. That's a 25% chance per d20 roll, so we had lingering injuries pop up often enough. Most were non-impactful because the ones with penalty were cured by any magical healing. Only once did we have a player roll a "loss of limb" (he lost an arm and was specialized in two-handed weaponry). [I]In summary, they can be interesting, but except for scars and lost limbs, all are inconsequential because they go away with the next Cure spell or Potion of Healing used.[/I] If using [B]Lingering Injuries[/B], I wouldn't have them apply more often. Death Saves occur often enough. Hitting 0 or being critically hit will result in enough rolls that eventually someone will lose limbs on a routine basis in a campaign. If you're talking about the abstract nature of Hit Points, I'm still tinkering with the UA [B]Vitality[/B] rules by adopting AD&D and 3rd edition mechanics where your true health, the ability to sustain actual damage to your body, is represented not by [I]Hit Points[/I], which are an abstract representation of ability to avoid lethal damage, exhaustion, and luck, but rather by a small number after reaching 0 hit points. This pool is slow to heal, even with magic, making it riskier when you take actual damage to keep adventuring. The next time you hit 0hp, you might not get back up. [/QUOTE]
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