Severing and Wounding [Archive] - Wizards Community

Post/Author/DateTimePost
HailSpork

04-10-05, 12:40 AM
I wasn't going to post these, but I've had a few pm requests for them.
I have used these rules but I don't currently use them. As much satisfaction as it adds to a good attack, it slows the game down.

Anyway, here are the rules for severing and wounding:
You have a damage threshhold of 20, 15 if you're small. In fact, for each size catagory bigger or smaller, your threshhold is increased/reduced by 5 (minimum of 10). Other things can modify your threshhold; I once gave out a cursed ring of regeneration that also caused leprosy.

Anyway, whenever you take more damage in a single attack than your threshhold, you have to make a fort save with a DC equal to half the damage. You get a bonus on this save equal to half your armor bonus+half your natural armor bonus. If you fail, you are wounded. If you fail and the weapon was slashing, make a second save or you've been severed. Under extreme circumstances, it is possible to sever with a piercing or bludgeoning weapon (treat as if it were half damage perhaps?)

Roll a d20 to find the location:
1-3: Left Leg
4-6: Right Leg
7-11: Left Arm
12-16: Right Arm
17-19: Torso
20: Head

--------------Wounded--------------------Severed
Leg (d3) (note: each entry is cumulative with above entries)
1: Foot------- -5 speed------------------ -2 dex, speed quartered (halved with prosthetic)
2: Shin------- Lose dex to AC and reflex-- -2 dex, lose dex to AC and reflex
3: Thigh------ -5 speed------------------ -2 dex

Arm (d3) (note: each entry is cumulative with above entries)
1: Wrist------ -2 to all skills with that hand---------- Loss of hand
2: Elbow----- -2 to all attack rolls with that hand---- Loss of forearm
3: Shoulder-- -5 to effective strength for encumbrance--- Loss of arm
Note: A prostetic on the arm will generally be single purpose; if an action can be performed with the prosthetic, it will normally be at the penalty as if the limb were wounded, if not more.

Torso, Wounded: Take additional damage equal to the damage inflicted-threshhold; 10% of this is permanent HP loss (instead of damage)
Torso, Severed: Take additional damage equal to the damage inflicted; 20% of this is permanent HP loss (instead of damage).

Head(d3) (Note:Severed==death)
1: Forehead: lose 1d4 Wis permanently
2: Eye: loss of eye, -5 penalty on ranged attacks, spot checks
3: Neck: lose 1d4 Con permanently

Those are the basics. Here's more:
Vorpal weapons deal double damage for purposes of severing and wounding. I never dealt with it, but what should be the effective + for vorpal weapons under this rule?

A regeneration spell causes severed limbs/body parts to become wounded. Wounded parts become scarred. Scars heal. If this would cause a difference permanent attribute or hp loss, those attributes and hp are restored.

Called shots: Probably a -4 to choose where you hit. -8 for the head. Additional -4 if you want to choose the sub-location (IE, the followup d3 roll)

If you plan on using these rules, I suggest copying them to a chart and keeping that chart out when you play. I'm not sure how to make it look nicer than it is on a forum post.