Difference between revisions of "Rules: Wounds and Healing"

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Exhaustion:
 
Exhaustion:
  
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
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Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level & Effect
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# Disadvantage on ability checks
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Level & Effect
# Speed halved
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# Disadvantage on ability checks
# Disadvantage on attack rolls and saving throws
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# Speed halved
# Hit point maximum halved
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# Disadvantage on attack rolls and saving throws
# Speed reduced to 0
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# Hit point maximum halved
# Death
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# Speed reduced to 0
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# Death
 
   
 
   
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.  
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If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.  
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.  
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An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
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A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.  
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
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An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
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Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
  
 
=== Lingering Injuries Optional Rule ===
 
=== Lingering Injuries Optional Rule ===

Revision as of 02:57, 13 November 2018

Notes and references for alternative rules to wounds, hit points, rest and healing

5E Rules

Exhaustion:

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level & Effect

  1. Disadvantage on ability checks
  2. Speed halved
  3. Disadvantage on attack rolls and saving throws
  4. Hit point maximum halved
  5. Speed reduced to 0
  6. Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Lingering Injuries Optional Rule

The DMG page 272 suggests the possibility of lingering injuries upon:

  • When it takes a critical hit.
  • When it drops to 0 hit points but isn't killed outright
  • When it fails a death saving throw by 5 or more

Listed Lingering Injuries of Interest (with my own thoughts added):

  • Lose an Eye (requires regenerate) - Use injury instead, same listed penalty until healed.
  • Lose an Arm or a Hand - Use injury instead, same listed penalty until healed.
  • Lose a Foot or Leg - Use injury instead, same listed penalty until healed.
  • Limp -
  • Internal Injury -
  • Broken Ribs -
  • Horrible Scar - Use injury instead, same listed penalty until healed.
  • Festering Wound -
  • Minor Scar -

Massive Damage Optional Rule

When a creature takes damage from a single source equal or greater than half its hit point maximum, it must success on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table.

Of the effects listed on the table, I would just use "The creature is stunned until the end of its next turn." instead of rolling.

Lingering Rules and Healing

Taken from a post on EN World: 5E Lingering Wounds Revamped

Suffer a Wound:

  • On "Bloodied" (half hp)
  • On receiving a critical hit
  • On going to 0 HP (or taking damage at 0 hp)

A wound reduces your Max HD by 1. If your max HD is reduced to 0 and suffer another wound you gain a level of exhaustion that can only be removed by curing the wound.

All other game rules apply as well. Say you drop to 0hp with 0 HD remaining. You fall unconscious and gain a level of exhaustion.

Wounds can be healed (Max HD restored) at the rate of 1 wound per day of rest. Healing spells gain the ritual tag and when cast as a ritual, heal a number of wounds equal to the level of the spell slot used.

You could even drop the unconscious at 0HP rule, maybe impose disadvantage on everything instead, to completely get rid of "whack a mole"...the penalties for wounds are severe enough to encourage getting out of the fight. You could even introduce a severity level: Light wounds are the normal HP drain, Moderate wounds are one of the above conditions (crit, for example), Serious Wounds are two of the conditions (crit and bloodied, eg), and Critical Wounds are all three of the above (crit, bloodied, and 0 hp). Each wound takes a number of days of rest to drop by 1 severity (Critical wounds would completely heal in 3+2+1 = 6 days and would need a 3rd, 2nd,and 1st level spell slot healing ritual to be cured). Probably too granular for most.