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?
The fifth edition Dungeons and Dragons Dungeon Master’s Guide provides a handy new optional rule for combat with consequences beyond draining hit points and hit dice. Lingering injuries make it so a player character can suffer a more debilitating injury (like losing a body part or internal organ damage) after suffering a critical hit, falling to 0 hit points, and/or failing a death saving throw by 5 or more. In ZACS 5e, creature sustains lingering injuries under the following circumstances. Injuries are determined using the Lingering Injuries chart on page 272 of the DMG: When it takes a critical hit. When it drops to 0 hit points but isn’t killed outright. When it fails a death saving throw by 5 or more. Massive Damage. ZACS 5e uses. Roll a d20 to decide your Lingering Injury. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you’re blinded. Lose an Arm or a Hand. Mar 05, 2015 Rules Options for when I run D&D 5e. Slow Natural Healing (DMG 267). Lingering Injuries if you roll a death save of 5 or less (DMG page 272). Note not all of these are permanent disfigurement.15% chance of a major disfigurement (lose of an eye, hand, etc), 15% chance of a scar. The rest is cured by the use of a healing spell.
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)Lingering Injuries in D&D 5th Edition The rules for lingering injuries are on page 272 of the DMG; they are not particularly good or bad, just a bit fiddly for my taste. Here a quick, dangerous and straightforward, alternative, that requires no extra bookkeeping in addition to what is already in the character sheet.
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.
Dnd 5e Lingering Injuries
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.
5e Dmg Lingering Injuries In Children
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). Okay.
The following is a sample tome of forbidden lore: the Communion of the Blood Saint
Sample spells; Note Piscanthces was taken from the 3.5 Lords of Madness book, and was inspired by elements of the Bloodborne video game.
[much awesome deleted, see original post above]
The following is a sample tome of forbidden lore: the Communion of the Blood Saint
Sample spells; Note Piscanthces was taken from the 3.5 Lords of Madness book, and was inspired by elements of the Bloodborne video game.
[much awesome deleted, see original post above]