Difference between revisions of "User:Zhenra-Khal/House Rules"

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(Created page with "=Resting= ==Breather== I use the Breather rest variant rule. ==Gritty Rests== Each individual creature can benefit from 2 Short Rests per Long...")
 
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Several attacks can inflict injuries. These are:
 
Several attacks can inflict injuries. These are:
 
*Damage dealt by a Critical Hit;
 
*Damage dealt by a Critical Hit;
*Damage that places you under a more severe Injury Level; I.e, from Bloodied to Wounded;
+
*Damage that places you under the Wounded or Critical Injury Level (An individual creature cannot wound you in this way more than once per Injury Level per combat);
 
*Damage that reduces you to 0hp;
 
*Damage that reduces you to 0hp;
 
*Damage dealt to you while below 0hp.
 
*Damage dealt to you while below 0hp.
  
When an instance of damage has the potential to inflict a lingering injury, you must roll 1d20 and add your Proficiency bonus; This is called an Injury Saving throw, and no ability modifier is added to the save (However, other bonuses, as well as advantage and disadvantage, still apply. The DC for this Injury Save is equal to the Attack Roll, or Saving Throw DC, tied to the instance of damage in question; If an instance of damage has no attack roll or save DC tied to it (Such as fall damage), the DC for the corresponding should be an opposed d20 roll made by the DM, using the exact some bonuses and advantage/disadvantage as the roll made by the player.
+
When an instance of damage has the potential to inflict a lingering injury, you must roll 1d20 and add your Proficiency bonus; This is called an Injury Saving throw, and no ability modifier is added to the save (However, other bonuses, as well as advantage and disadvantage, still apply. The DC for this is 10, + twice the Proficiency Bonus of the creature that caused the injury. If an instance of damage does not originate from a creature, the DC for the corresponding should be an opposed d20 roll made by the DM, using the exact some bonuses and advantage/disadvantage as the roll made by the player.
  
If your Injury Saving Throw is successful, you do not suffer a Lingering Injury. If your Injury Save fails, you must roll a d10, and consult the table below that corresponds to the type of damage that caused the injury, in order to determine its severity and details.
+
If your Injury Saving Throw is successful, you do not suffer a Lingering Injury. If your Injury Save fails, you must roll a d10, and consult the table below in order to determine the severity of that wound. You suffer consequences based on the severity of the wound, and the type of damage that inflicted it, as shown below.
 +
 
 +
{| class="zebra d20"
 +
|-
 +
! Dd10<br>Result || Injury Severity
 +
|-
 +
| class="left" | 7-10 || Superficial
 +
|-
 +
| class="left" | 4-6 || Minor
 +
|-
 +
| class="left" | 2-3 || Moderate
 +
|-
 +
| class="left" | 1 || Major
 +
|}
 +
 
 +
===Superficial Injuries===
 +
Superficial injuries typically don't have much of a mechanical impact - They are purely roleplay-oriented, be they scars, trauma, or other mechanically-negligible negative impacts.
 +
 
 +
===Minor Injuries===
 +
Minor Injuries reduce your maximum hit points by an amount equal to the amount of damage dealt until you finish a Long Rest or a ''Greater Restoration'' spell is cast on them, in addition to the effects of a Superficial Injury.
 +
 
 +
===Moderate Injuries===
 +
In addition to reducing your maximum hit points and leaving a scar as a Superficial and Minor Injury would, you suffer an additional effect, based on the type of damage that caused the injury, until you finish a Long Rest or have the ''Greater Restoration'' spell is cast on you.
 +
 
 +
====Acid====
 +
The target suffers debilitating caustic burns; The target's AC is reduced by 2.
 +
 
 +
====Bludgeoning====
 +
 
 +
====Cold====
 +
 
 +
====Fire====
 +
The target suffers painful burns; Each time the target suffers damage, that damage is increased by 1d4; 1d6 if the damage is Fire damage.
 +
 
 +
====Force====
 +
 
 +
====Lightning====
 +
 
 +
====Necrotic====
 +
All healing and temporary the target receives from sources other than their own Hit Dice are reduced by half.
 +
 
 +
====Piercing====
 +
 
 +
====Poison====
 +
The target suffers a -1d4 penalty on attack rolls and ability checks.
 +
 
 +
====Psychic====
 +
 
 +
====Radiant====
 +
The target suffers a -1d4 penalty on attack rolls and on ability checks that rely on sight, and attackers gain a +1d4 bonus on attack rolls against the target.
 +
 
 +
====Slashing====
 +
 
 +
====Thunder====
 +
The target suffers a -1d4 penalty on ability checks that rely on hearing, on Dexterity ability checks, and on Dexterity saving throws.
 +
 
 +
===Major Injuries===
 +
In addition to leaving a minor roleplay impact, reducing your maximum hit points, and inflicting a temporary effect based on the damage type, a Major Injury inflicts a severe effect upon the target based on the type of damage that inflicted the injury. Unlike the lesser grades of injury, Major Injuries have the potential to be permanent; Each time you finish a Long Rest after  suffering a Major injury, make a Constitution saving throw against the Injury Save DC of that injury, and record how many successes and how many failures are rolled; Much like death saving throws, successes and failure need not be successive, and an outcome is only determined once three of a kind have been rolled.
 +
 
 +
After three successes, the effects of the injury fade and are removed. After three failures, however, the detriments associated with that injury become permanent. A Major Injury can be remedied by a ''Regeneration'' spell cast on you.
 +
 
 +
====Acid====
 +
 
 +
====Bludgeoning====
 +
 
 +
====Cold====
 +
 
 +
====Fire====
 +
 
 +
====Force====
 +
 
 +
====Lightning====
 +
 
 +
====Necrotic====
 +
 
 +
====Piercing====
 +
 
 +
====Poison====
 +
 
 +
====Psychic====
 +
 
 +
====Radiant====
 +
 
 +
====Slashing====
 +
 
 +
====Thunder====

Revision as of 10:55, 8 December 2021

Resting

Breather

I use the Breather rest variant rule.

Gritty Rests

Each individual creature can benefit from 2 Short Rests per Long Rest, and can still only benefit from one Long Rest in any 24hr period.

In order to benefit from expending more than one Hit Dice, a creature must expend a use of a Healer's Kit on you, or make a DC 13 Medicine check or Herbalism Kit check; If they succeed, you may expend up to two Hit Dice. For every three points that their check exceeds this DC, you may expend one additional Hit Dice, up to the limit allowed by the type of rest you're taking; Thus, if someone used their Medicine skill to help you out during a rest and rolled a total of 19, then you could expend up to four Hit Dice for that rest, provided the type of rest you're taking allows you to expend that many, and that you have the Hit Dice to spend. If this Medicine or Herbalism check is a natural 20, then you may roll 1d4 - You can expend that number of additional Hit Dice, and these additional Hit Dice are not limited by the type of rest you're taking.

When you expend Hit Dice to regain hit points during a Short Rest, you can only expend a number of Hit Dice per rest equal to or less than half your Proficiency Bonus, rounded down. This is one Hit Dice from levels 1-8, two hit Dice from levels 9-16, and three Hit Dice at level 17+.

When you take a Long Rest, you do not regain expended hit points - In order to regain hit points, you must expend Hit Dice. When you do so, you may expend a number of Hit Dice up to your Proficiency Bonus, before regaining lost Hit Dice. The number of lost Hit Dice that you regain is still equal to half your maximum Hit Dice.

Health, Life, and Death

Injury Levels

Some abilities and effects change based on how many hit points the target or user is missing. This is measured in the creature's Injury level. There are four Injury Levels, defined as follows.

Uninjured

A creature is Uninjured when it's current hit points are equal to its maximum hit points.

Bloodied

A creature is Bloodied when it's current hit points are less than its hit point maximum.

Wounded

A creature is Wounded when it's current hit points are equal to or less than one-half of it maximum hit points. Wounded replaces Bloodied.

Critical

A creature is Critical when it's current hit points are equal to or less than its number of Hit Dice, plus it's Constitution modifier. Critical replaces Wounded.

Lingering Injuries

Some attacks are especially devastating, resulting in Lingering Injuries. This is not the same as the variant rule of the same name on this site, but rather my own rule.

Several attacks can inflict injuries. These are:

  • Damage dealt by a Critical Hit;
  • Damage that places you under the Wounded or Critical Injury Level (An individual creature cannot wound you in this way more than once per Injury Level per combat);
  • Damage that reduces you to 0hp;
  • Damage dealt to you while below 0hp.

When an instance of damage has the potential to inflict a lingering injury, you must roll 1d20 and add your Proficiency bonus; This is called an Injury Saving throw, and no ability modifier is added to the save (However, other bonuses, as well as advantage and disadvantage, still apply. The DC for this is 10, + twice the Proficiency Bonus of the creature that caused the injury. If an instance of damage does not originate from a creature, the DC for the corresponding should be an opposed d20 roll made by the DM, using the exact some bonuses and advantage/disadvantage as the roll made by the player.

If your Injury Saving Throw is successful, you do not suffer a Lingering Injury. If your Injury Save fails, you must roll a d10, and consult the table below in order to determine the severity of that wound. You suffer consequences based on the severity of the wound, and the type of damage that inflicted it, as shown below.

Dd10
Result
Injury Severity
7-10 Superficial
4-6 Minor
2-3 Moderate
1 Major

Superficial Injuries

Superficial injuries typically don't have much of a mechanical impact - They are purely roleplay-oriented, be they scars, trauma, or other mechanically-negligible negative impacts.

Minor Injuries

Minor Injuries reduce your maximum hit points by an amount equal to the amount of damage dealt until you finish a Long Rest or a Greater Restoration spell is cast on them, in addition to the effects of a Superficial Injury.

Moderate Injuries

In addition to reducing your maximum hit points and leaving a scar as a Superficial and Minor Injury would, you suffer an additional effect, based on the type of damage that caused the injury, until you finish a Long Rest or have the Greater Restoration spell is cast on you.

Acid

The target suffers debilitating caustic burns; The target's AC is reduced by 2.

Bludgeoning

Cold

Fire

The target suffers painful burns; Each time the target suffers damage, that damage is increased by 1d4; 1d6 if the damage is Fire damage.

Force

Lightning

Necrotic

All healing and temporary the target receives from sources other than their own Hit Dice are reduced by half.

Piercing

Poison

The target suffers a -1d4 penalty on attack rolls and ability checks.

Psychic

Radiant

The target suffers a -1d4 penalty on attack rolls and on ability checks that rely on sight, and attackers gain a +1d4 bonus on attack rolls against the target.

Slashing

Thunder

The target suffers a -1d4 penalty on ability checks that rely on hearing, on Dexterity ability checks, and on Dexterity saving throws.

Major Injuries

In addition to leaving a minor roleplay impact, reducing your maximum hit points, and inflicting a temporary effect based on the damage type, a Major Injury inflicts a severe effect upon the target based on the type of damage that inflicted the injury. Unlike the lesser grades of injury, Major Injuries have the potential to be permanent; Each time you finish a Long Rest after suffering a Major injury, make a Constitution saving throw against the Injury Save DC of that injury, and record how many successes and how many failures are rolled; Much like death saving throws, successes and failure need not be successive, and an outcome is only determined once three of a kind have been rolled.

After three successes, the effects of the injury fade and are removed. After three failures, however, the detriments associated with that injury become permanent. A Major Injury can be remedied by a Regeneration spell cast on you.

Acid

Bludgeoning

Cold

Fire

Force

Lightning

Necrotic

Piercing

Poison

Psychic

Radiant

Slashing

Thunder