I've found that I don't really like the fact that a cleric can restore grievously wounded players to perfect health with a little touch. I'm thinking of adding the following rule to make things interesting for my players: If a character is knocked unconscious, a random body part will be assigned an injury that lasts 1d4 days. During this time, skill checks that would require use of that body part are rolled with disadvantage.
Any thoughts or suggestions or additions to this house rule?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The main question is "How does this impove my story".
It's fine to have that, but it means the party or going to spend more time healing instead of adventuring.
I also hate the DMG rules. 1 bad roll and you lose and eye or a hand and it can only be repaired with a 7th lvl spell. That's a horse $!@*& way to lose a character because a goblin rolled a crit.
Remember your hit points aren't necessarily getting stabbed. It's dramatic damage. Like the grazing wound in an Errol Flynn movie. A level 10 fighter isn't necessarily able to get stabbed in the kidneys and better then a lvl 1 fighter, but will be able to fight on and deflect blows better. In D&D you really any seriously hurt until your making death saves.
How about something similar to the DGM rule, but tweaking it this way:
When down to 0 hit points and unconscious, the player rolls to determine the body part affected (arm, leg, torso, head etc.), and that body parts gets a level one lingering injury (head, for example, could be a -1 to Perception and to attack rolls)
On each failed death save, the injury increases by one level, with increasing negative effects, up to a maximum of level 3 (lose the eye, in the example above) on the second death save failed.
Level 1 injuries would take one week to heal, with full rest or the use of a level 1 healing spell each day.
Level 2 injuries would take one week to be lowered to level 1 injury, with full rest or the use of a level 2 healing spell each day.
Level 3 injuries would only heal with the use of a regeneration spell.
The main question is "How does this impove my story".
It's fine to have that, but it means the party or going to spend more time healing instead of adventuring.
I also hate the DMG rules. 1 bad roll and you lose and eye or a hand and it can only be repaired with a 7th lvl spell. That's a horse $!@*& way to lose a character because a goblin rolled a crit.
Remember your hit points aren't necessarily getting stabbed. It's dramatic damage. Like the grazing wound in an Errol Flynn movie. A level 10 fighter isn't necessarily able to get stabbed in the kidneys and better then a lvl 1 fighter, but will be able to fight on and deflect blows better. In D&D you really any seriously hurt until your making death saves.
I disagree. I think the instant healing takes away from story. When players have to RP an injury and determine how that would affect their character's future decision making it seems to add more development.
lets expend this rule to dying if unconcious and you are struck with a melee attack once per week you get a tragic break you can take 1 death saving throws instead of two and take a bodily wound causing the as above effect or even if over the fight the death saving throws reset keep a mental reminder of how many have been taken and how many times they have fallen unconcious by the character over the week and every time it it exceeds 3 give them a minor injury.
Minor injury this gives a negative 1 to all abilities that rely on that body part that lasts for 1d4 +1 days that can only be reduced by a spell like greater restoration 5th level or a days rest and using all your hit dice to heal the wound if you would roll your total hit points ( from zero to hp max this number is retained as per a progress bar)the effect is reduces the time to zero days and sends the body part to the way it was originally (you can use this feature on short rests but you do not gain back any hit points) you need to do this for every injury you receive.
moderate injury this injury can be exasperated by falling unconscious again within that time it makes it moderate injury giving them disadvantage on ability checks relying on the body part add an additional 1d6 +2 days and resets the progress bar to zero hit points (now it requires twice there max hp to reduce it down to minor) to the injury time literally starting the clock until permanent injury
the next fight you are in could be your last and magical healing (greater restoration) is only providing you with 10 percent in your injury bar and you cant fight as well as you use too so what are you gonna do wait for your cleric to have the ability again to attempt to hopefully heal you up, make a deal with a group of people who say they'll heal you, if you do as they ask or even make a deal with a fiend or a god to heal your body because you don't want to get to...
PERMANENT INJURY you lose the limb straight up .be it luck or a shitty roll of the dice you have gone unconscious for the last time and that aching pain that has been pestering you for days is gone because it is gone now you just have a hollow feeling a phantom pain you could say. remove all skill proficiencies that have to do with that limb and relevant modifiers are added to your new form (e.g movement speed 10 ft if you lose a leg or you can never use a shield again if you lose an arm and if its your sword arm permanent disadvantage until you train your other arm),
you could say this limb can not be regained per regular methods only the 7th level spell can REGENERATE that limb (or bending reality with wish)but it is not fully healed yet it is reverted back to a minor injury which requires a full 4 days to heal (or your hit die roll explanation provided in minor injures) you regain your proficiencys and the timer is set to zero to heal the wound and now you have to answer to the person or order that provided you your limb back. best of luck ;) .
eg of the requirements
clerics 4th level body max hp 28 con mod 0
current hit points 22/28
minor injury arm 0/28
rolls all 4 hit dice gets 5.6.2.3 adding up to 16
current hit points 22/28
progress of the arm 16/28
if it reaches 28/28 its returned to a regular arm.
the arm heals 1 point for every hour asleep and simple life gain spells like cure wounds.
this has been ech0hero nerfing spells and granting hit dice another use bar healing. can you provide me with what you think of the reply and any way to make it better
I have something akin to this, though it is fairly abstract.
Wounds: Wounds are longer lasting injuries. Anytime a creature takes a critical hit, rolls a 1 on a save to resist damage or falls unconscious due to injury they take one wound. A single wound hinders little, however each additional wound imposes a -1 penalty to all skill checks, savings throws and attack rolls. Additionally any healing is reduced by a number equal to the number of wounds a creature currently suffers from. (Eg. a character with 3 wounds would suffer a -2 penalty and reduce all healing by 3 points).
Wound Recovery: A creature can recover from wounds only once they are at full health (maximum hit points). A cure wounds spell cures a number of wounds equal to it's level. Alternatively a creature can expend one hit die at the end of a long rest and make a constitution save vs a DC of 12 plus the number of wounds currently suffered, if successful they can reduce the number of wounds they currently suffer by one. Whether the save is successful or not the hit die is expended. With the use of a healers kit, the constitution save can be substituted with a Medicine check by someone providing medical care. If the medicine check failes another attempt cannot be made until the patient receives another wound or completes a long rest.
I've found that I don't really like the fact that a cleric can restore grievously wounded players to perfect health with a little touch. I'm thinking of adding the following rule to make things interesting for my players: If a character is knocked unconscious, a random body part will be assigned an injury that lasts 1d4 days. During this time, skill checks that would require use of that body part are rolled with disadvantage.
Any thoughts or suggestions or additions to this house rule?
There are already rules you can use in the DMG for lasting injuries.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Regenerate or similar magic should fix it, and personally I'd say 1d4 weeks not days, but some would call me cruel :-)
The main question is "How does this impove my story".
It's fine to have that, but it means the party or going to spend more time healing instead of adventuring.
I also hate the DMG rules. 1 bad roll and you lose and eye or a hand and it can only be repaired with a 7th lvl spell. That's a horse $!@*& way to lose a character because a goblin rolled a crit.
Remember your hit points aren't necessarily getting stabbed. It's dramatic damage. Like the grazing wound in an Errol Flynn movie. A level 10 fighter isn't necessarily able to get stabbed in the kidneys and better then a lvl 1 fighter, but will be able to fight on and deflect blows better. In D&D you really any seriously hurt until your making death saves.
How about something similar to the DGM rule, but tweaking it this way:
When down to 0 hit points and unconscious, the player rolls to determine the body part affected (arm, leg, torso, head etc.), and that body parts gets a level one lingering injury (head, for example, could be a -1 to Perception and to attack rolls)
On each failed death save, the injury increases by one level, with increasing negative effects, up to a maximum of level 3 (lose the eye, in the example above) on the second death save failed.
Level 1 injuries would take one week to heal, with full rest or the use of a level 1 healing spell each day.
Level 2 injuries would take one week to be lowered to level 1 injury, with full rest or the use of a level 2 healing spell each day.
Level 3 injuries would only heal with the use of a regeneration spell.
Or omething like that.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Just checked it out. Those are some good ones. Might add a die I have listing body parts for fun.
lets expend this rule to dying if unconcious and you are struck with a melee attack once per week you get a tragic break you can take 1 death saving throws instead of two and take a bodily wound causing the as above effect or even if over the fight the death saving throws reset keep a mental reminder of how many have been taken and how many times they have fallen unconcious by the character over the week and every time it it exceeds 3 give them a minor injury.
Minor injury this gives a negative 1 to all abilities that rely on that body part that lasts for 1d4 +1 days that can only be reduced by a spell like greater restoration 5th level or a days rest and using all your hit dice to heal the wound if you would roll your total hit points ( from zero to hp max this number is retained as per a progress bar)the effect is reduces the time to zero days and sends the body part to the way it was originally (you can use this feature on short rests but you do not gain back any hit points) you need to do this for every injury you receive.
moderate injury this injury can be exasperated by falling unconscious again within that time it makes it moderate injury giving them disadvantage on ability checks relying on the body part add an additional 1d6 +2 days and resets the progress bar to zero hit points (now it requires twice there max hp to reduce it down to minor) to the injury time literally starting the clock until permanent injury
the next fight you are in could be your last and magical healing (greater restoration) is only providing you with 10 percent in your injury bar and you cant fight as well as you use too so what are you gonna do wait for your cleric to have the ability again to attempt to hopefully heal you up, make a deal with a group of people who say they'll heal you, if you do as they ask or even make a deal with a fiend or a god to heal your body because you don't want to get to...
PERMANENT INJURY you lose the limb straight up .be it luck or a shitty roll of the dice you have gone unconscious for the last time and that aching pain that has been pestering you for days is gone because it is gone now you just have a hollow feeling a phantom pain you could say. remove all skill proficiencies that have to do with that limb and relevant modifiers are added to your new form (e.g movement speed 10 ft if you lose a leg or you can never use a shield again if you lose an arm and if its your sword arm permanent disadvantage until you train your other arm),
you could say this limb can not be regained per regular methods only the 7th level spell can REGENERATE that limb (or bending reality with wish)but it is not fully healed yet it is reverted back to a minor injury which requires a full 4 days to heal (or your hit die roll explanation provided in minor injures) you regain your proficiencys and the timer is set to zero to heal the wound and now you have to answer to the person or order that provided you your limb back. best of luck ;) .
eg of the requirements
clerics 4th level body max hp 28 con mod 0
current hit points 22/28
minor injury arm 0/28
rolls all 4 hit dice gets 5.6.2.3 adding up to 16
current hit points 22/28
progress of the arm 16/28
if it reaches 28/28 its returned to a regular arm.
the arm heals 1 point for every hour asleep and simple life gain spells like cure wounds.
this has been ech0hero nerfing spells and granting hit dice another use bar healing. can you provide me with what you think of the reply and any way to make it better
I have something akin to this, though it is fairly abstract.
Wounds:
Wounds are longer lasting injuries. Anytime a creature takes a critical hit, rolls a 1 on a save to resist damage or falls unconscious due to injury they take one wound.
A single wound hinders little, however each additional wound imposes a -1 penalty to all skill checks, savings throws and attack rolls. Additionally any healing is reduced by a number equal to the number of wounds a creature currently suffers from. (Eg. a character with 3 wounds would suffer a -2 penalty and reduce all healing by 3 points).
Wound Recovery: A creature can recover from wounds only once they are at full health (maximum hit points). A cure wounds spell cures a number of wounds equal to it's level. Alternatively a creature can expend one hit die at the end of a long rest and make a constitution save vs a DC of 12 plus the number of wounds currently suffered, if successful they can reduce the number of wounds they currently suffer by one. Whether the save is successful or not the hit die is expended.
With the use of a healers kit, the constitution save can be substituted with a Medicine check by someone providing medical care. If the medicine check failes another attempt cannot be made until the patient receives another wound or completes a long rest.
- Loswaith