I tend to run a pretty low combat game, usually with only one combat encounter in a session. Because of how 5e works, the only real lasting damage you can deal to a character is death without specialized monsters or effects. Having a wound system makes attacking HP attack lots of other parts of the character sheet as well and makes combat which is non-lethal still risky. So far, I've found my wound system works pretty well. It's exciting to gather round the table to see what wound somebody's gonna get. I haven't seen anybody aim for specific parts of their body yet, or maybe I didn't notice. Players don't seem to keen to take some time off adventuring to rest though, maybe when they've all got a few wounds they'll decide to take a week off.
I've also been using a version of the GLOG encumbrance rules adapted for 5e. It's been a partial success, but 5e gives players a lot of starting items which can be a minor headache to record and give inventory slot values too. Players seem to see the number of max slots they have as the maximum amount of items they can carry, rather than the maximum amount they can carry without penalty. A lot of candles and jars of ink were thrown into the sea.
When you’re reduced to 0 HP, you sustain a wound. To see what wound you’ve sustained, roll a d12 on the wound table. Put the wound table in a dice tray or surround it with objects if nobody can get their dice to actually land on the table. Where the die falls determines which part of your body is injured (head,body, arms, legs) the number rolled determines the severity and type of the wound. A minor wound can be recovered by resting for 5 days, no traveling, no working, and definitely no fighting. More minor wounds can be cured by resting for an additional 2 days after the first 5. So 2 minor wounds can be cured with a week’s rest. Major wounds are semi-permanent. Some cannot be recovered from, e.g. losing a hand, but others require close attention from a spiritual healer.
I've also been using a version of the GLOG encumbrance rules adapted for 5e. It's been a partial success, but 5e gives players a lot of starting items which can be a minor headache to record and give inventory slot values too. Players seem to see the number of max slots they have as the maximum amount of items they can carry, rather than the maximum amount they can carry without penalty. A lot of candles and jars of ink were thrown into the sea.
The Wound Table
When you’re reduced to 0 HP, you sustain a wound. To see what wound you’ve sustained, roll a d12 on the wound table. Put the wound table in a dice tray or surround it with objects if nobody can get their dice to actually land on the table. Where the die falls determines which part of your body is injured (head,body, arms, legs) the number rolled determines the severity and type of the wound. A minor wound can be recovered by resting for 5 days, no traveling, no working, and definitely no fighting. More minor wounds can be cured by resting for an additional 2 days after the first 5. So 2 minor wounds can be cured with a week’s rest. Major wounds are semi-permanent. Some cannot be recovered from, e.g. losing a hand, but others require close attention from a spiritual healer.
Head Injuries:
1. Hearing Damage, -3 to perception checks which rely on hearing
2. -2 on INT saves
3. -1 CHA
4. -2 on WIS saves
5. -1 WIS
6. Lose proficiency in a skill
7. -1 INT
MAJOR WOUNDS
8. Lose proficiency with a type of armor
9. Lose proficiency with 3 weapons
10. Lose an eye, -5 to perception checks involving sight
11. Disadvantage on all WIS checks
12. Disadvantage on all INT checks
Body Injuries:
1. -2 inventory slots
2. -2 Max HD
3. Armor provides -1 AC
4. Gain 1 permanently failed death save
5. -1 STR
6. -1 CON
7. -1 DEX
8. -2 to all CON saves
9. -2 to all STR checks
MAJOR WOUNDS
10. Hit dice reduced by one size
11. -3 to all healing received
12. Gain a maximum of 2 permanently failed death saves
Arm Injuries:
1. -2 inventory slots
2. Disadvantage on saving throws to avoid being disarmed
3. Disadvantage on checks made to climb and swim
4. -1 DEX
5. -1 STR
6. -1 to all DEX checks
7. -1 to all STR checks
8. -1 to DEX saving throws
9. -1 to STR saving throws
MAJOR WOUNDS
10. -5 inventory slots
11. Advantage only provides +2 to hit
12. Lose a hand, have disadvantage on all checks which require two hands
Leg Injuries:
1. Speed reduced by 5ft
2. -2 inventory slots
3. Marching speed reduced by 4 miles per day
4. After taking the dash action, you fall prone
5. After taking the disengage action, you fall prone
6. -1 DEX
7. -1 STR
8. After moving over difficult terrain, succeed a DEX save or fall prone
9. After moving at least half your speed on a round, you must succeed a DEX save or fall prone
MAJOR WOUNDS
10. Disadvantage on saving throws to avoid being knocked prone
11. You cannot take the dash action
12. Lose a foot, speed reduced by half
Instead of rolling initiative, this situation can be resolved by saying "roll on the wound table" |
Encumbrance Rules (Adapted from Arnold Kemp’s GLOG)
You have a number of inventory slots to your strength +2. The majority of items only take up 1 slot. Two handed weapons take up 2 slots. Armor takes up as many slots as the AC it provides -10. So leather armor takes up 1 slot, but plate takes up 8. Shields take up 2 slots. 500 coins of any denomination take up 1 slot. 3 torches take up 1 slot. 3 day's rations take up one slot. Any item which is small enough to fit inside your mouth (keys, handkerchief, small mouse, ect) takes up 0 slots.
For every inventory slot of items you carry beyond your capacity, you gain a point of encumbrance. For every point of encumbrance, you gain a -1 penalty to all rolls relying on strength or dexterity (saving throws, athletics checks, attack rolls, damage rolls, ect) and your marching speed is reduced by 2 miles/per day.
somebody save wound man from his fate
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