a) whether people use the Lingering Injury options;
b) what their reasoning behind choosing to use it or not to use it is;
c) people's take on whether things like internal injuries come up too often, and how they cope with the frequency;
d) and, how people read the stipulation about magical healing (whether any magical healing removes the injury, or whether it has to be a specific kind of (higher level) spell?
b) what their reasoning behind choosing to use it or not to use it is;
c) people's take on whether things like internal injuries come up too often, and how they cope with the frequency;
d) and, how people read the stipulation about magical healing (whether any magical healing removes the injury, or whether it has to be a specific kind of (higher level) spell?
2016-11-24 D&D 5e/Next Alternative Lingering Injuries. The other thing is that you haven't really added anything that isn't already in the DMG. A 'lingering injuries supplement' should include new ways to inflict and cure lingering injuries. Well I guess you have the recovery thing, but that's it. Alternative Lingering Injuries And hopefully the. Lingering Injuries. When it fails a death saving throw by 5 or more. To determine the nature of the injury, determine the type of damage that triggered the injury and roll on the appropriate table below that corresponds to the damage type. If multiple types of damage caused the injury, use the type that dealt the majority of damage.
a) I'm considering using this death & dismemberment table for my next campaign (currently taking a break from GMing), but I'm still not sure if I want to inflict that kind of brutality on my friends. (tl;dr: roll on the chart when you get to 0 hp; results range from instant death to second wind)b) I don't like how 5e handles death and dying. Getting down to 0 hp is barely an inconvenience as long as you have a party healer (and since there's no negative hp, sometimes it's even a better strategy to let your allies fall to 0, because your healing will be more efficient). I want combat to be a last resort with real consequences, rather than always being the obvious choice. I also want more turnover in characters, and I want it to be an actual challenge to get to the later levels. Basically I want it to feel more like a horror movie than an action movie.
c) On the chart I'm talking about, half the results don't last beyond your next turn. The other half effectively remove you from the rest of the adventuring day and can't be healed with low-level magic. This is the main reason I'm hesitant, since I'm not interested in the player not getting to play anymore that session, and in some cases actually becoming a burden to the party for the rest of the adventure. At least if the character dies, the player makes a new character; what if the character is just incapacitated for the rest of the adventure? On the other hand, maybe that will strongly motivate players to avoid falling to 0 hp at all costs, which is what I'm going for.
Dungeon Master Guide 5e Pdf
d) The thing that drew me to this chart is how it handles this issue: more severe wounds can only be cured by higher level spells (and the spell can either cure the injury or restore hp, not both).
Dmg 5e Pdf Free
In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg. 272) and while I like the idea the random table presented there doesn't really fit my ideas about such wounds and injuries. This is a table and rule I made for my home groups, I hope you like it. Feel free to use this in your own games, and if you do, tell me how it went.
Alternatively you can roll on this table when taking damage from non-combat sources.
1. Horrible disfiguration: Your receive a horrible wound, crippling you for life. Your hitpoint maximum is reduced by half. Your speed is reduced to 5 feet per minute, you can only crawl slowly and painfully. You cannot hold any object heavier than 5 pounds. Maybe you are paralyzed down from the neck, or hip at your GM's discretion. If you do not receive medical attention within 1d6 hours, you die in agonizing pain. The 7th level spell Regenerate can heal you from this condition.
2-3. Maimed: You lose one of your appendages of the GM's choice. If it's a leg, you cannot walk without the help of another creature, a crutch or a peg leg, and your speed is halved. If it's an arm, you cannot use two handed weapons anymore, or hold anything in your both hands. Your maximum hitpoints are decreased by 5. The 7th level spell Regenerate can heal you from this condition.
4-5. Lose an eye: You lose one of your eyes. You gain disadvantage on Wisdom (perception) checks that rely on sight and ranged attack rolls. If you have no eyes left, you are blinded. The 7th level spell Regenerate can heal you from this condition.
6-7. Crippled: You take a serious physical injury, you keep all of your appendages, but something broke inside of you. You lose 2 points from one of your physical abilities. Roll a d6. On a 1-2 it's your Strength, on a 3-4 it's your Dexterity, on a 5-6 it's your Constitution. The 5th level spell Greater Restoration can heal you from this condition.
8-9. Impaired: You take a serious mental injury. You might have hit your head. You lose 2 points from one of your mental abilities. Roll a d6. On a 1-2 it's your Intelligence, on a 3-4 it's your Wisdom, on a 5-6 it's your Charisma. The 5th level spell Greater Restoration can heal you from this condition.
10. Crushed: Many of your bones break from the damage you took. You can barely move, and you gain disadvantage on all your rolls. Whenever you attempt an action in combat, roll a DC 15 Constitution saving throw. On a failed save you lose your action, and take 2 points of bleeding damage (the bleeding might be internal). Your speed is reduced to 5 feet. You can heal naturally. Make a DC 12 Constitution saving throw at the end of every week. If you gather 3 successes, you are healed. On a failure you lose one of your successes. If you have rolled 3 failures without having any success, you die from your injuries. Having medical assistance removes the disadvantage from the roll. The 5th level spell Greater Restoration can heal you from this condition.
11-12. Broken: A few of your bones break. If the bones are in your arms, you gain disadvantage on your attack rolls and on any physical actions that need your arms to be used. If the bones are in your legs, your speed is halved, and you gain a disadvantage on any physical actions that need your legs to be used. Furthermore, you automatically fall prone if you use the Dash action. You can heal naturally. Make a DC 10 Constitution saving throw at the end of every week. If you gather 3 successes, you are healed. On a failure you lose one of your successes. If you have rolled 3 failures without having any success, your bones healed in a wrong way, and your drawbacks become permanent. The 5th level spell Greater Restoration can heal you from this condition.
13-14. Cracked: A few of your bones crack from the attack. You can still use them but it causes you constant pain. You have disadvantage on any rolls if you use your cracked bones as well. You can heal naturally. Make a DC 8 Constitution saving throw at the end of every second day. If you gather 3 successes, you are healed. On a failure you lose one of your successes. If you have rolled 3 failures without having any success, your bones healed in a wrong way, and must be broken (see above) to be able to heal. The 2nd level spell Lesser Restoration can heal you from this condition.
15-18. Ugly scar: You managed to shrug off most of the attack, and you do not have any permanent injuries, but you have a nasty scar. This gives you a disadvantage on Charisma (Persuasion) checks, and an advantage on Charisma (Intimidation) checks. The 2nd level spell Lesser Restoration can heal you from this condition.
19-20. Lucky: You survived the attack without having any permanent injuries or scars.