Possible Lingering Wound Options

Post/Author/DateTimePost
#1

Rhenny

Nov 23, 2014 9:25:51

Hello D&Ders.   I have not run a game in a few weeks due to busy schedules and other intrusions, but I decided to write up a few options for lingering wounds.   I know that the official version will come out in the DMG, but I decided to take a crack at it before seeing what the good folks at WotC offer.

 

Here goes....

 

Lingering Wounds in D&D 5e (Rhenny’s House Rule Options)

 

Option 1

 

When a PC is hit by a critical hit or when a PC is dropped to 0 hp, roll a d6 and apply the following.   After 1d6 days of bed rest and some medical attention, the damage is healed although cosmetic damage may still be apparent.  A heal spell (or greater magic) can also remove the effect.


1 – The blow tore or sliced muscle – Strength mod. reduced by 2.

2 – The blow broke bones or ripped tendons – Dexterity mod. reduced by 2.

3 – The blow damaged a vital organ – Constitution mod. reduced by 2.

4 – The blow caused brain damage or concussion – Intelligence mod. reduced by 2.

5 -  The blow caused brain damage or concussion – Wisdom mod. reduced by 2.

6 – The blow caused severe scar/open wound – Charisma mod. reduced by 2.


 The above changes to ability mods does add bookkeeping to the game, so be warned.


Option 2

 

Here’s a simple option for those that don’t like bookkeeping.

 

When a PC is hit by a critical hit or drops to 0 hp, that PC is considered seriously wounded.   Until he/she has 1d6 bed rest (or a heal spell or above is used to patch him/her up), the PC can only take a move action or standard action each turn, not both.

 

New condition – “Seriously Wounded” = Creature can only take a move action or a standard action each turn.   This condition does not apply to Legendary creatures.

 

Feel free to comment or add your own possible options.  (personally, I like Option 2 better because it is easier and less fiddly)
 

#2

cowleymen

Nov 23, 2014 11:32:32

THis makes the lesser restoration spell much more interesting. I would let it restore this conditions as well. I enjoy wounded conditions, though i might reduce the mod penalties to just minus 1 instead. At low levels the minus 2 could potentially be crippling. Though I would let wounds stack up to a minus 3

(Reply to #2)

Rhenny

cowleymen wrote:
#4

AndyDay

Nov 25, 2014 12:38:34

I'd like doing a condition better than doing a stat mod, IMO. They fit better with the core rules of the game, and will have a bit more flavor than "you take -2 strength."

 

Also, I don't like the idea of random stat penalties. I've seen this in other games. The inevitable result is that you hit a stat the PC doesn't care about (say, intelligence for the fighter), and he just says "Meh" and doesn't even care.I also think the "seriously wounded" condition is far too punishing.

 

One of the things I like about 5E is that Hit Points feel more like "vitality points" from Starwars D20 (and Arcana Unearthed). Meaning, you don't REALLY take a serious hit until you go to 0 HP. So, I'd say only appy a lingering wound if that happens. Or maybe if they take massive damage. But not from 5% of all attacks (which is what criticals do). If you do a lingering wound on every critical hit, that's a huge, huge change to the game. Your game went from high action to rather gritty.

 

Finally, I think restoration should work. I also think normal medical attention should help. Make the medicine skill worth it by allowing the skill to shorten recovery time. The Paladin Lay on Hands power should also work.

 

I like the idea of this though. So I'd probably make a spread like this:

 

  1. REALLY HORRIBLE WOUND: Roll again twice.
  2. BLEEDING WOUND: You take a wound that won't dry up. Your hit point maximum is halved.
  3. CRIPPLED LEG: You leg is damaged. You speed is halved.
  4. CRIPPLED ARM: One of your arms cannot be used.
  5. EYE WOUND: One of your eyes is hurt too bad to use. You take disadvantage on all tests requiring distance vision, including perception and ranged attacks.
  6. DEEP WOUND: You've taken a wound deep to your center mass. You take -1 to all ability tests, attack rolls, and savings throws.
  7. SHALLOW WOUNDS: You have a series of shallow wounds that are prone to re-opening. Until this condition is resolved, any critical hit you take does triple damage.
  8. HEAD WOUND: A blow to the head has left you easily fatigued. You take a level of exhaustion that cannot be removed until this condition is removed.
  9. SOUL WOUND: Your wounds have left you questioning your core values. You must select a trait, bond, or ideal. You must remove this aspect of yourself and add a new one.
  10. LUCK: Your wound isn't that bad, and has no effect.
#5

Ansbach

Nov 25, 2014 15:30:02

I'm using a pretty simple system that was stolen from another RPG.  It is similar to your second option, except that while wounded the player suffers a level of Exhaustion until healed.

 

I think Exhaustion is a slick, under-utilized system that is perfect for incorporating into house rules.

(Reply to #4)

Rhenny

AndyDay wrote:
(Reply to #5)

Rhenny

Ansbach wrote:
#8

cowleymen

Nov 25, 2014 16:58:46

AndyDay wrote:
(Reply to #4)

DungeonKrusher

AndyDay wrote:
#10

Saelorn

Nov 25, 2014 23:10:35

DungeonKrusher wrote:
#11

Jedric0202

Nov 25, 2014 23:51:17

IMC, I apply a level of exhaustion every time a PC drops to 0 hit points, representing an ongoing wound that a PC needs to take a long rest to heal.  It's worked out pretty well so far.

(Reply to #11)

Rhenny

Jedric0202 wrote:
#13

AndyDay

Nov 26, 2014 19:27:06

Rhenny wrote: