If a player character of level 3 or above takes more than half of their hitpoint worth in one strike of damage, they must make a Constitution saving throw of DC 15 or suffer a potentially mortal wound. A failed save uses its total result to determine the wound sustained.
All wounds sustained in this manner require extended recovery through non-magical means and are likely to leave permanent markers or scars.
8 thoughts on “Another D&D Thing to Use: Major Injury Table”
https://wakelet.com/wake/iMk1HgSITeuzr3hqK92jm charioa washington 074d687a94
At first, I really like that table, but, now that I thing about it something seems off. The table seems to be made for a roll of a d20,, not a CON saves, Any character with a positiv CON mod will never “Lose an eye” or get a “Major Upper Body Wound” if not even by pass the “Major Lower Body Wound”. (on the opposite a characther with bad Con could roll lower that 1, though I suppose that the loss of an eye is enough bad as it is.) and this is not even counting those who are Prof in CON saves: I’m currently playing a 9th lvl Sorcerer with 19 Con and a Ring of Protection. That is +9 to Con Save, therefore I would never get worse then a rare Internal Injury.
Hey, I really like the potential for this system to add extra dramatic affect. I was wondering, for characters who failed the save, is there a way to avoid falling unconscious?
My thought would be something like a medicine check to stabilize the wound. This would require an action. The DC of the med check could be inverse to the failed roll. For example if a character rolled a 13 and broke their bone the DC to set the bone, and prevent the character from falling unconscious would be 7. For a major upper body wound it would be DC 17 or 18. The idea being the more severe the wound, the harder to prevent the character from going unconscious.
So, if I have a character with HP max of 45 and they have taken a few small hits so they are on 16 a hit that does 8 or more damage would trigger this correct?
I think it’s supposed to be “at once,” meaning they would need 23+ at once.
The general idea, I think, is that HP functions as small wounds that a character can take. 1HP is a standard human punch, etc. So taking half of your total HP at once would cause a serious bodily failure.
If you can tank 45 punches then getting hit with a mace for 8 damage won’t hurt you the way somebody who could only take 16.
Ergo, it would need to be “of their max HP.”
Interesting mechanic, but the Adrenalin Rush(14) doesn’t sound right. Even assuming 30 as limit for the Strength, a char, who normally has 15 Strength would suddenly be boosted to Tarrasque levels of Strength. Ignoring this limit would be even worse: A level 20 Barbarian could gain 48(+19) as Str.
I’d rather go with something similar to Barbarian’s Rage instead.
Also taking 3 level of exaustion could instantly kill a char that is already exausted. None of the “more severe” effects have those repercussions…
I think it implies double the strength bonus, not raw score. So like a 14 (+2) STR character would go to +4 STR, not +9. But hey the rage thing could work too!
thanks for uploading 😀