The injury requires x amount of days to heal where x is equal to the highest damage die roll result. The victim suffers a disadvantage for every roll that would be associated with that body part. When harmed, a lasting injury has occurred that will leave a scar if allowed to heal naturally. Harmed is an injury that occurs if the victim has 1/2 or less of their wounds remaining. For example, if 2d6 was rolled for a great sword and one die read 4 and the other read 2, the harmed injury would last for 4 rounds. When pained, the victim suffers a disadvantage for every roll that would be associated with the part of the body that was injured for a number of rounds equal to the value of the highest damage die roll result. Pained is an injury that occurs if the victim has 3/4 or less of their wounds remaining. When grazed, the victim suffers a disadvantage for every roll associated with the part of the body that was injured for one round. Grazed is an injury that occurs if a victim loses one or more wounds. There are five stages of severity for an injury: Grazed, Pained, Harmed, Disabled, Destroyed If the injury is caused by a critical failure, the d20 is rerolled for self-inflicted injuries (although critical fails are often used, they are not part of the core rules). While an injury can be non-lethal, some can be and is similar to being at or below 0 hit points normally.įirst the location of the injury is determined by the value of the d20 rolled from the attack that has caused the damage. If you have already been injured, the previous injury stacks with the new injuries rather than being replaced by them. The remaining wounds determines the severity of the injury. Injury occurs when you lose at least 1 point of your wound score. Even one point lost from your wounds means that you are injured. When a critical is scored against you, instead of multiplying the damage, the damage is directly applied to your wounds and bypasses your vitality. Your total wounds is exactly equal to your constitution score. Wounds is where injuries start to be determined and actual hits come into play. Normal hits will take away from your vitality first unless you choose to be hit (for whatever reason). As a result, if your Vitality reaches zero, you act as though you have stage 1 fatique or one stage lower if you are already fatigued. When your Vitality reaches 0, you are essentially staggered and struggling. When you lose vitality, you are exerting yourself, causing fatigue. Vitality represents your energy level in combat. What normally would be considered your "Hit Points" is now called Vitality and is determined as normal (ie hit die + con modifier + misc). This is based off of a variant rule in Unearthed Arcana for 3rd and 3.5 edition and translates well into 5th Edition. Due to the changes, feats, skills, abilities and spells may also need to be altered, especially those involving critical hits. Hit points works differently with this system that helps the damage and injuries become less arbitrary and vague. This rule set is meant to help incorporate specifics into the system and replaces basic hit points and death mechanics with a more detailed yet streamlined method of determining weapon and armor damage, combat fatigue, permanent and temporary injuries, and gives different weapons more unique advantages and disadvantages.
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