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rules:health_and_recovery:start [2023/12/19 00:37] – created - external edit 127.0.0.1rules:health_and_recovery:start [2024/09/27 09:43] (current) – removed traff
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-====== Health and Recovery ====== 
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-===== Player's unnatural healing ===== 
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-**Resting:** During a long or short rest, players may spend Hit Dice to regain hit points, adding their Constitution modifier to each roll. Additionally, any non-severe injuries are automatically healed when Hit Dice are used in a long rest. 
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-**Hit Dice Recovery:** At the end of a long rest, players regain spent Hit Dice up to a maximum of half their total Hit Dice (rounded down). 
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----- 
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-===== Death and Revival =====  
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-**Standard Rule**: Players can be revived through spells or magical effects. 
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-**Homebrew Rule**: There is a 50% chance (roll of 11+ on a d20) that any revival attempt fails, regardless of the method used. 
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-**Increasing Difficulty**: Each successful revival attempt increases the difficulty for future attempts by 5%. The second attempt requires a roll of 12+ on a d20 (55% chance), and so on. 
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-**True Resurrection**: This spell ignores the chance of failure but can't be used again on the same target to bypass these rules. 
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-===== Injury Mechanics Detail ===== 
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-Injuries in this campaign are significant and can have lasting effects on characters. Below are detailed mechanics for each type of injury, including how they can be quickly treated and the time required for full treatment. 
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-**Head Injuries**: 
-  * **Effects**: 
-    * Concussion: Disadvantage on attack rolls, saving throws, and ability checks for 1d8 rounds. 
-    * Blurred Vision: Disadvantage on attack rolls and Perception checks for 1d4 rounds. 
-    * Dazed: Half movement speed, cannot take reactions for 1d4 rounds. 
-    * Knockout: Unconscious for 1d4 rounds. 
-  * **Quick Treatment**: Quick treatment can halve the duration of the effect but not immediately remove it. 
-  * **Full Treatment**: Requires at least an hour of rest and a successful Medicine check (DC 15) to alleviate symptoms. 
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-**Arm Injuries**: 
-  * **Effects**: 
-    * Minor Strain: Disadvantage on attacks and skill checks using the injured arm until the end of the encounter. 
-    * Major Strain: Cannot use the injured arm for attacks or holding items for 1d4 days. 
-    * Dislocated Shoulder: Requires immediate medical attention; otherwise, the arm is unusable. 
-    * Broken Arm: Immobilized arm, requires long-term healing (1d4 weeks) or magical treatment. 
-  * **Quick Treatment**: Can only provide pain relief and prevent further injury. No immediate functional recovery. 
-  * **Full Treatment**: Proper setting and splinting of the arm for dislocations and breaks, which takes at least a minute and a successful Medicine check (DC 15 for dislocation, DC 20 for breaks). 
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-**Leg Injuries**: 
-  * **Effects**: 
-    * Sprained Ankle: Movement speed reduced by half until treated. 
-    * Deep Cut: Bleeding for 1d4 HP per turn, reduced movement until bleeding is stopped. 
-    * Broken Leg: Movement is severely impaired, crawling only, until set and healed. 
-    * Severe Break: Cannot stand or move, requires extensive healing (1d6 weeks) or magical treatment. 
-  * **Quick Treatment**: Can stop bleeding or immobilize the leg to prevent further injury. 
-  * **Full Treatment**: Proper medical attention for a sprain or cut takes at least a minute. Setting a broken leg takes 10 minutes and a successful Medicine check (DC 20). 
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-**Torso Injuries**: 
-  * **Effects**: 
-    * Bruised Ribs: Disadvantage on Strength and Dexterity checks for 1d4 days. 
-    * Punctured Lung: Difficulty breathing, can perform only action or bonus action, not both, for 1d6 days. 
-    * Internal Bleeding: Loses 1d6 HP per turn until bleeding is stopped or treated. 
-    * Critical Organ Damage: Requires immediate stabilization; severe long-term effects could be permanent without magical healing. 
-  * **Quick Treatment**: Can stabilize the character to prevent death from critical organ damage or internal bleeding. 
-  * **Full Treatment**: Rest and medical care over a period of days to weeks, depending on the severity (Medicine check DC 20+). 
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-**Bleeding**: 
-  * **Effects**: Loses 1d4 HP per turn. 
-  * **Quick Treatment**: A successful Medicine check (DC 10 + 2x the die roll) with a bandage or similar can stop the bleeding as an action. 
-  * **Full Treatment**: Requires cleaning and proper bandaging of the wound, which takes at least a minute. 
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-**Note**: The Dungeon Master should use these injury mechanics to enhance the realism and challenge of the campaign. They are guidelines and can be adjusted for balance and narrative purposes. 
  
rules/health_and_recovery/start.1702946238.txt.gz · Last modified: 2023/12/19 00:37 by 127.0.0.1