Okay, for a little more content. My 4 players, currently level 12, know they are going to the most dangerous place in my campaign's world. Essentially the land dedicated to all forms of the draconic races. Anyways, I'm going to have them come across an adult red dragon (who's also been modified), but I figured I'd modify her foot soldiers / guards, that being the Draconian Dreadnaughts.
I beefed up their tail attack, because I feel most tail attacks are to plain and boring. I opted to setup the following mechanics. Let me know what you think:
To hit is a + 8 and does 1d8 + 4 bludgeoning AND 1d8 + 4 piercing (Since their tail has spikes) If the hit target is large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. The target must also roll a d100. If the target rolls a 15 or below, they receive a more critical injury as followed.
13 - 15 = Broken rib. Losing 5 feet of movement and ability to do a full sprint.
10 -12 = Broken arm, losing the ability to two hand. Target has disadvantage on attacks made..
7- 9 = Broken leg. Attacks have advantage against target, losing half movement and the ability to do a full sprint.
4 -6 = Punctured lung. Target's movement is reduced to 5 feet, has disadvantage on saving throws and disadvantage on attacks they make. On each turn left untreated, they must roll a d100. If they roll 50 or above, they take 2d4 bleeding damage. If they roll below 50, they take 2d4 bleed damage, receive a level of exhaustion and must roll a death saving throw.
1 - 5 = Broken neck. Target's movement becomes 0 as they are permanently paralyzed until treated. All attacks made against them have advantage and all saves they make have disadvantage. They must roll a DC 18 constitution saving throw, or fall unconscious.
While beefing up the draconian dreadnought to suit the players is worthwhile, I think you're going over-complicated on the idea; random injuries are either not going to come up at all, or an unlucky player character might end up with a broken neck after one hit through no fault of their own.
If you want lingering injuries, there's a table for that in the Dungeon Master's Guide, but these should be used sparingly and selectively IMO rather than rolled (unless you can't decide); they should feel like a natural consequence of something the player did, or which happened to them. Personally I prefer them to be punitive if a player takes a silly risk and fails, especially if they had ample warning of the danger. Though you might also do it to mix things up, e.g- if one player is dishing out the most damage, have enemies gang up on them with a view to stopping them, and dealing an injury that will change the flow of the fight. Also worth keeping in mind with those injuries they don't need to be a loss, a "lost leg" can just be a broken leg you can't walk on until it's healed using more than a quick potion or cure wounds. I also like injuries for a dungeon, especially one with vicious traps, as it can add to the intensity of resource management problems if players risk increasing, lingering penalties they can't deal with until they get out. Madness can be good for this too (but not really appropriate for being battered with a tail).
For a random effect of the spikes on the tail, how about a random chance to be grappled when the spikes get stuck? Until the grapple is ended the tail can't be used, but maybe instead the draconian can attempt to "throw" the creature from the spikes instead? Alternatively, if your goal is just to make the draconian harder, how about an extra effect if the target of the tail attack fails the save by 5 or more, e.g- they're not merely prone they also can't get up during their next turn because they're badly winded (so they're forced to crawl, attack from prone etc.), to make it more severe (as the actually being on the ground part isn't usually a big deal)? That would be a nice simple option.
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Injury tables like these only screw PCs. The monster was never going to live through the fight anyway, so it doesn’t matter if it takes an injury like one of these. Characters will, sooner or later get the bad rolls and deal with the consequences. Also, how do these conditions end? Long rest? Greater restoration? Healing word? Treatment with an injury kit? Needs to be specified. There’s a number of undefined terms (full sprint isn’t a thing in the rules, so it kind of wouldn’t matter if you can’t do it. Do you mean, can’t take the dash action?) The ability to two hand also not a thing, do you mean dual wield, or use a heavy weapon, or both or something else?
These really hurt martials, while leaving casters relatively fine. Disadvantage on attacks, ok, I’ll just cast spells that force saving throws. Can’t use both hands, ok, I only need one for my somatic components anyway. And since the martials are more likely to be taking the hits that cause these effects,
On a failed save, give the dreadnaught the option to stun (vs. a second save) or knock back (no save). Something like that. Simple, and the players get to act on it (even if just rolling to save, burning Inspiration - or standing up to charge back in).
Also, just make the damage slashing and bludgeoning. Having two different types just makes it trickier to track, in case players are resistant to one type.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
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Okay, for a little more content. My 4 players, currently level 12, know they are going to the most dangerous place in my campaign's world. Essentially the land dedicated to all forms of the draconic races. Anyways, I'm going to have them come across an adult red dragon (who's also been modified), but I figured I'd modify her foot soldiers / guards, that being the Draconian Dreadnaughts.
I beefed up their tail attack, because I feel most tail attacks are to plain and boring. I opted to setup the following mechanics. Let me know what you think:
To hit is a + 8 and does 1d8 + 4 bludgeoning AND 1d8 + 4 piercing (Since their tail has spikes)
If the hit target is large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. The target must also roll a d100. If the target rolls a 15 or below, they receive a more critical injury as followed.
13 - 15 = Broken rib. Losing 5 feet of movement and ability to do a full sprint.
10 -12 = Broken arm, losing the ability to two hand. Target has disadvantage on attacks made..
7- 9 = Broken leg. Attacks have advantage against target, losing half movement and the ability to do a full sprint.
4 -6 = Punctured lung. Target's movement is reduced to 5 feet, has disadvantage on saving throws and disadvantage on attacks they make. On each turn left untreated, they must roll a d100. If they roll 50 or above, they take 2d4 bleeding damage. If they roll below 50, they take 2d4 bleed damage, receive a level of exhaustion and must roll a death saving throw.
1 - 5 = Broken neck. Target's movement becomes 0 as they are permanently paralyzed until treated. All attacks made against them have advantage and all saves they make have disadvantage. They must roll a DC 18 constitution saving throw, or fall unconscious.
Enjoy your slop. I'll be enjoying good products elsewhere.
This should really be in the Homebrew & House Rules forum.
While beefing up the draconian dreadnought to suit the players is worthwhile, I think you're going over-complicated on the idea; random injuries are either not going to come up at all, or an unlucky player character might end up with a broken neck after one hit through no fault of their own.
If you want lingering injuries, there's a table for that in the Dungeon Master's Guide, but these should be used sparingly and selectively IMO rather than rolled (unless you can't decide); they should feel like a natural consequence of something the player did, or which happened to them. Personally I prefer them to be punitive if a player takes a silly risk and fails, especially if they had ample warning of the danger. Though you might also do it to mix things up, e.g- if one player is dishing out the most damage, have enemies gang up on them with a view to stopping them, and dealing an injury that will change the flow of the fight. Also worth keeping in mind with those injuries they don't need to be a loss, a "lost leg" can just be a broken leg you can't walk on until it's healed using more than a quick potion or cure wounds. I also like injuries for a dungeon, especially one with vicious traps, as it can add to the intensity of resource management problems if players risk increasing, lingering penalties they can't deal with until they get out. Madness can be good for this too (but not really appropriate for being battered with a tail).
For a random effect of the spikes on the tail, how about a random chance to be grappled when the spikes get stuck? Until the grapple is ended the tail can't be used, but maybe instead the draconian can attempt to "throw" the creature from the spikes instead? Alternatively, if your goal is just to make the draconian harder, how about an extra effect if the target of the tail attack fails the save by 5 or more, e.g- they're not merely prone they also can't get up during their next turn because they're badly winded (so they're forced to crawl, attack from prone etc.), to make it more severe (as the actually being on the ground part isn't usually a big deal)? That would be a nice simple option.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Injury tables like these only screw PCs. The monster was never going to live through the fight anyway, so it doesn’t matter if it takes an injury like one of these. Characters will, sooner or later get the bad rolls and deal with the consequences.
Also, how do these conditions end? Long rest? Greater restoration? Healing word? Treatment with an injury kit? Needs to be specified.
There’s a number of undefined terms (full sprint isn’t a thing in the rules, so it kind of wouldn’t matter if you can’t do it. Do you mean, can’t take the dash action?) The ability to two hand also not a thing, do you mean dual wield, or use a heavy weapon, or both or something else?
These really hurt martials, while leaving casters relatively fine. Disadvantage on attacks, ok, I’ll just cast spells that force saving throws. Can’t use both hands, ok, I only need one for my somatic components anyway. And since the martials are more likely to be taking the hits that cause these effects,
Like others have said: Lose the crit table.
On a failed save, give the dreadnaught the option to stun (vs. a second save) or knock back (no save). Something like that. Simple, and the players get to act on it (even if just rolling to save, burning Inspiration - or standing up to charge back in).
Also, just make the damage slashing and bludgeoning. Having two different types just makes it trickier to track, in case players are resistant to one type.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.