Ever thought that base DND was too easy and not confusing enough? This Feat will bring you a new ruleset that will make for a new experience, while allowing your party members to play with the same old DND ruleset.
Health System:
- Health and physical characteristics, including hydration, energy, blood loss, fractures, contusion, intoxication, exhaustion, tremors and so on
- A large variety of medical supplies and provisions to stay alive and focused
- Your max HP is spread out over the body.
- If a body part's HP reaches 0 it is destroyed.
Body Part Specific Status Effects:
- Head;
- Has 10% of your HP.
- Can't be fractured.
- Destroyed: Instantly put into Death Saving Throws.
- Thorax;
- Has 15% of your HP.
- Can't be fractured.
- Destroyed: Instantly put into Death Saving Throws.
- Right Arm;
- Has 15% of your HP.
- Fractured: Using items and searching containers is 50% slower than normal speed. Reloading, drawing, and aiming weapons takes 67% more time.
- Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool.
- Left Arm;
- Has 15% of your HP.
- Fractured: Using items and searching containers is 67% slower than normal speed. Reloading and drawing weapons is 50% slower.
- Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool.
- Stomach;
- Has 15% of your HP.
- Can't be fractured.
- Destroyed: Massively increased dehydration and energy loss, additional damage taken will be distributed over the entire body's health pool at 1.5x the damage dealt.
- Legs;
- Has 15% of your HP.
- Fractured: Each leg fractured reduces your speed by 10ft. Decreased jump height by 50%. Sprinting causes further damage to the leg.
- Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool.
Temporary Status Effects:
- Light Bleeding:
- 1 HP lost in each non-destroyed body part every 6 seconds until healed.
- Becomes a Fresh Wound when treated.
- Leads to death when total HP pool reaches 0.
- Heavy Bleeding:
- 2 HP lost in each non-destroyed body part every 6 seconds until healed.
- Leaves a trail of blood splatters.
- Becomes a Fresh Wound when treated.
- Leads to death when total HP pool reached 0.
- Fresh Wound:
- Replaces any type of bleeding after being bandaged.
- Lasts for 4 minutes or until it starts bleeding again.
- A fresh wound will revert into the treated Bleed if the affected body part takes major damage.
- Fracture:
- See part specific effects above.
- Pain:
- Vision darkens, resulting on disadvantage on vision based skill checks.
- Can be caused by other status effects, such as Fracture.
- Contusion:
- Sense based skill checks have a -3 penalty and you are deafened.
- Caused by nonlethal hits to the head.
- Lasts for 60 seconds.
- Tremor:
- Disadvantage on attack rolls, caused by untreated pain.
- On painkillers:
- Ignores fractures and pain.
- Dehydration:
- Lose 3 HP every 6 seconds on every limb.
- Fatigue:
- All actions are 20% slower
- Overweight:
- You make more noise, reduced jump height, fall damage increased, movement speed decreased by 5ft.
- Intoxicated:
- You have advantage on Charisma checks, and disadvantage on ALL other skill checks.
Destroyed Parts Healing:
Destroyed body parts (except head and thorax) can be restored thanks to the CMS kit or the Surv12 field surgical kit, surgical kits restore a destroyed part to 1 HP; so their use needs to be combined with medkits to be effective. Destroyed parts that are restored with a surgical kit only have 45% to 60% (CMS) or 80 to 90% (Surv12) of their max HP for the duration of the raid unless surgery is performed again on that body part, lowering it further.
Death Saving Throws:
If revived from the DST state, your health will be set to 30%. If your head or thorax where broken it will still be broken when revived. Magical Healing will automatically fix a broken head or thorax when used to revive.
Inventory:
The remastered inventory is where players can equip gear and hold items on their PC. In your inventory, you can equip a primary weapon, secondary weapon, side weapon, a light melee weapon, Armor vests, Headwear, Face cover, Armband and Eyewear. Additionally, you can equip gear that will hold items such as a Chest rig and Backpack.
Weapons:
- Primary Weapon:
- Two Handed ranged or melee weapon.
- Secondary Weapon:
- Two Handed ranged or melee weapon.
- Side Weapon:
- One Handed ranged or melee weapon.
- Melee Weapon:
- Light melee weapon.
Gear:
- Armored Vests:
- Armor vests are worn to increase your armor class.
- Headware:
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Headwear offers multiple purposes. There are vanity items, protective helmets and utility items.
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- Face Cover:
- Most Face cover items are purely for vanity, but some also offer ballistic and blindness protection.
- Armbands:
- Armbands are used to distinguish friend from foe.
- Eyewear:
- Eyewear can be equipped to reduce the duration of blinding effects.
- Chest Rigs:
- Chest rigs play the most important role in your adventures - Carrying and storing ammunition and items. You cannot use items quickly if it isn't in your chest rig. They also work like Component Pouches.
- Backpacks:
- Backpacks, packs and bags are containers of varying size for carrying your hard-earned loot.
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Posted Nov 1, 2023I really like a lot of this. Maybe I will try it in my next campaign. Maybe.