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rules:health_and_recovery:start [2024/09/27 09:40] traffrules:health_and_recovery:start [2024/09/27 09:43] (current) – removed traff
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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'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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-===== 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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- 
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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**: Peg leg reduces speed reduction to 10 feet. 
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-=== Losing an Arm or Hand === 
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-  * **Effect**: Cannot use two-handed weapons; impaired fine motor skills. 
-  * **Prosthetic**: May restore some functionality. 
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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**: At 0 hit points, begin death saving throws. 
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-=== Treatment === 
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-  * **Medicine Check**: Action to stop bleeding (DC 10 + 2 × Severity Level); requires healer's kit or bandage. 
-  * **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**: Stabilizes but doesn't heal or remove penalties. 
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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:start|Return to Rules]] 
rules/health_and_recovery/start.1727430024.txt.gz · Last modified: 2024/09/27 09:40 by traff