Friday, September 26, 2014

Wounds in D&D 5th Edition

As I started discussing in my "Controlling Rest Cycles" I had originally framed this along with the that article, which focused more on allowing the party to push through difficult situations.  This article takes the other approach.  Where, in the sake of "realism", or attempting to model sprains, broken bones or more significant injuries than just a typical loss of hit points, their is a need to express the fact that one or more of the party members are significantly hurt.

The scenario where the party was significantly beat down and is out of healing spells, out of hit-dice, and very low on hit points, typically plays out as follows: the first long rest would consume all of the healers spells and all of the hit dice gained from the rest to the hit points to be such that they could handle a moderate battle, especially considering all of the other powers are restored, though they are still far from recovered.  The cleric (or other healer role) is likely very low on spells and no one in the party has any hit dice to use.  So, it will likely take a second long rest to allow the party to be close to full strength, as now they will have healing spells and some hit-dice in reserve, but technically they would not reach full strength until one more (a total of three long rests).

I think most people would be satisfied by this time scale...I'm currently close to being satisfied, but I'd like to suggest the following optional rules or ideas that could be expanded upon to create a more robust way to measure all for long term damage.

My initial idea is rather simple idea, which treats such that a Wound similar to an illness or disease that a hero might contract on an adventure.  Whenever a player takes a large amount of damage from a single attack the DM can request a CON Save.  The DC of this could vary based on the amount of damage that was done, for possibly for 25% of their maximum  hit-points the DC might be 10, whereas a wound dealing 50% of their maximum might be DC 15 or higher.  The idea hear is NOT for every attack that meet the damage percentage listed below to inflict these wounds for a typical D&D adventure, though this could be attempted in a lower combat campaign, where there is stress on how deadly battle can be.

In general I would limit these blows to thematic events (large falls), critical hits or botched rolls that might leave a character in a particularly prone/susceptible position.  When these occur, the result of this could be based on where the damage was dealt, or a table could be determined by the DM for such attacks, but it could be simply one of the follow examples:

Minor Wound
Onset: suffering at least 10% of their maximum health in a single attack
Difficult Check to Avoid: DC 10 Con Save
Failure Scenario: Loss of one Hit-Dice
Recovery Period: None
On Going Effect: None

Deep Wound
Onset: suffering at least 20% of their maximum health in a single attack
Difficult Check to Avoid: DC 13 Con Save
Failure Scenario: Loss of two Hit-Dice
Recovery Period: None
On Going Effect: None

Major Wound
Onset: suffering at least 30% of their maximum health in a single attack
Difficult Check to Avoid: DC 15 Con Save
Failure Scenario: Loss of four Hit-Dice
Recovery Period: After Long Rest may attempt a DC 10 Con Save to remove this condition


On Going Effect: While a character has this affliction they may not recover Hit Dice or spend Hit Dice to recover hit-points

Vile Wound
Onset: suffering at least 20% of their maximum health in a single necrotic attack
Difficult Check to Avoid: DC 13 Con Save
Failure Scenario: Loss of two Hit-Dice
Recovery Period: After Long Rest may attempt a DC 13 Con Save to lessen this condition, after three successful saves the condition is removed.  After each failed save the wounded character suffers an additional d6 necrotic damage.


On Going Effect: While a character has this affliction they may not recover Hit Dice or spend Hit Dice to recover hit-points

Broken limbs or other bones might be modeled as either Deep Wounds or Major Wounds, with pain penalties, such as half movement or disadvantage of skills/attacks that require the use of the wounded limb, possibly with a Con Save required to avoid additional damage or further loss of Hit-Dice.

Magical Healing

When magical healing is used to patch up a wound and it completely heals the individual's hit points to maximum, they may make an immediate Con save DC 10 with advantage, if successful they regain half the hit-dice loss from the wound.


No comments:

Post a Comment