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- | ====== Injury Mechanics ====== | ||
- | These rules provide a framework for handling injuries more realistically in your campaign. Injuries result from critical hits, massive damage, traps, or specific called shots and are categorized by severity: minor, major, severe, and critical. Treatment ranges from quick actions to long-term care or magical healing. | ||
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- | ===== Player' | ||
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- | **Resting: | ||
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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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- | ===== 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**: | ||
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- | **True Resurrection**: | ||
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- | ---- | ||
- | ==== Head Injuries ==== | ||
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- | When a character suffers a head injury, roll 1d8 to determine the effect and its duration (number of turns equal to the roll). | ||
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- | === Effects === | ||
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- | * **1-4: Concussion** | ||
- | * Disadvantage on attack rolls, saving throws, and ability checks. | ||
- | * **5-6: Blurred Vision** | ||
- | * Disadvantage on attack rolls and Wisdom (Perception) checks relying on sight. | ||
- | * **7: Dazed** | ||
- | * Movement speed halved; cannot take reactions. | ||
- | * **8: Knockout** | ||
- | * Unconscious for 1d4 hours. | ||
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- | === Treatment === | ||
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- | * **Quick**: Use an action to attempt revival (DC 15 Medicine check). | ||
- | * **Full Recovery**: Rest or magical healing to reduce recovery time. | ||
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- | ---- | ||
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- | ==== Arm Injuries ==== | ||
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- | === Immediate Effects === | ||
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- | * **Minor Strain**: Disadvantage on Strength checks with the arm. | ||
- | * **Major Strain**: Arm unusable; disadvantage on all Strength checks. | ||
- | * **Dislocated Shoulder**: Arm unusable until reset. | ||
- | * **Broken Arm**: Arm unusable; disadvantage on attacks and checks. | ||
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- | === Treatment === | ||
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- | * **Quick**: Use an action to apply a sling or support. | ||
- | * **Full Recovery**: | ||
- | * **Minor Strain**: Rest (1d4 days). | ||
- | * **Major Strain**: Medical attention or healing spells (1d6 days). | ||
- | * **Dislocated Shoulder**: DC 15 Medicine check or healing spell; sling for 1d4 days. | ||
- | * **Broken Arm**: Splint; rest for 1d4 weeks or magical healing. | ||
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- | ---- | ||
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- | ==== Leg Injuries ==== | ||
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- | === Immediate Effects === | ||
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- | * **Sprained Ankle**: Speed reduced by 10 feet. | ||
- | * **Deep Cut**: Bleeding; speed reduced by 10 feet. | ||
- | * **Broken Leg**: Speed reduced to 5 feet; cannot Dash. | ||
- | * **Severe Break**: Cannot stand; can only crawl. | ||
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- | === Treatment === | ||
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- | * **Quick**: Use an action to apply pressure; temporary splint takes 1 minute. | ||
- | * **Full Recovery**: | ||
- | * **Sprained Ankle**: Rest (1d4 days). | ||
- | * **Deep Cut**: DC 15 Medicine check; heals over 1d6 days. | ||
- | * **Broken Leg**: Splint; no weight for 1d6 weeks or magical healing. | ||
- | * **Severe Break**: Long-term care or powerful healing; recovery in 1d6+2 weeks. | ||
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- | ---- | ||
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- | ==== Torso Injuries ==== | ||
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- | === Immediate Effects === | ||
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- | * **Bruised Ribs**: Disadvantage on Constitution checks and saves. | ||
- | * **Punctured Lung**: Disadvantage on all actions; ongoing damage. | ||
- | * **Internal Bleeding**: Ongoing damage each turn. | ||
- | * **Critical Organ Damage**: Risk of death; severe ongoing damage. | ||
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- | === Treatment === | ||
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- | * **Quick**: Use an action to reduce bleeding temporarily. | ||
- | * **Full Recovery**: | ||
- | * **Bruised Ribs**: Rest (1d4 weeks). | ||
- | * **Punctured Lung**: Immediate medical attention; recovery in 1d4+1 weeks. | ||
- | * **Internal Bleeding**: Surgery (DC 20 Medicine check) or high-level healing. | ||
- | * **Critical Organ Damage**: Immediate magical healing required. | ||
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- | ---- | ||
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- | ==== Loss of Limbs and Sensory Organs ==== | ||
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- | === Losing a Leg === | ||
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- | * **Effect**: Speed halved; cannot Dash. | ||
- | * **Prosthetic**: | ||
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- | === Losing an Arm or Hand === | ||
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- | * **Effect**: Cannot use two-handed weapons; impaired fine motor skills. | ||
- | * **Prosthetic**: | ||
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- | === Losing an Eye === | ||
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- | * **Effect**: Disadvantage on sight-based Perception checks and ranged attacks. | ||
- | * **Both Eyes Lost**: Character is blinded. | ||
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- | ---- | ||
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- | ==== Bleeding ==== | ||
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- | === Effects === | ||
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- | * **Damage**: Lose 1d4 hit points at the start of each turn. | ||
- | * **Unconsciousness**: | ||
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- | === Treatment === | ||
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- | * **Medicine Check**: Action to stop bleeding (DC 10 + 2 × Severity Level); requires healer' | ||
- | * **Magical Healing**: Any healing spell stops bleeding. | ||
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- | ---- | ||
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- | ==== General Treatment Guidelines ==== | ||
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- | === Quick Treatment === | ||
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- | * **Action-Based Aid**: Apply pressure, use a tourniquet, or create a splint. | ||
- | * **Limitations**: | ||
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- | === Full Treatment === | ||
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- | * **Extended Care**: Requires time, supplies, and a safe environment. | ||
- | * **Medicine Checks**: DC 10 + 2 × Severity Level; success aids healing. | ||
- | * **Magical Healing**: Spells like //Cure Wounds// expedite recovery. | ||
- | * **Professional Care**: A healer improves chances of full recovery. | ||
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- | ---- | ||
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- | ==== Injury Severity Levels ==== | ||
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- | For determining DCs and treatment difficulty: | ||
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- | * **Minor Injury**: Severity Level 1 | ||
- | * **Major Injury**: Severity Level 2 | ||
- | * **Severe Injury**: Severity Level 3 | ||
- | * **Critical Injury**: Severity Level 4 | ||
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- | [[rules: |