Difference between revisions of "Talk:Hero's Epic Fall Injury Table (5e Variant Rule)"

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Honestly, these are just some of the issues I have with this variant. It feels overly wonky, and doesn't do enough. If you want lingering injuries, make them for all lingering injuries, not just for something as specific as fall injuries, and if so, make it more streamlined and consistently less punishing so people can continue playing the game instead of having to rest for a week in town and being unable to participate with the rest of the party.
 
Honestly, these are just some of the issues I have with this variant. It feels overly wonky, and doesn't do enough. If you want lingering injuries, make them for all lingering injuries, not just for something as specific as fall injuries, and if so, make it more streamlined and consistently less punishing so people can continue playing the game instead of having to rest for a week in town and being unable to participate with the rest of the party.
 
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You get to 5 levels of exhaustion and you can have exhaustion before the injury. I didn't want anyone to die for receiving multiple injuries.
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Rolling 1, 2, 3 cause 1 injury so the odds are lower than rolling a 4 or 5 to get 2 inuries and the lowest chances are rolling a 6 to get 3 injuries. That actually causes too many injuries and was unrealistic, so these two items were removed.
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Dying when you fall at exhaustion level 5, ie when your movement speed is 0, seems like an extremely rare event.
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Yes, injuries (not unlike exhaustion, or battle damage, or losing your weapon, or dying) can momentarily take a player "out of the game" or make things difficult.
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My problem with changing it from a long rest is, why is it a "lingering" injury if you can fix it with a short nap?

Revision as of 00:29, 14 June 2022

Ratings

RatedOppose.png Ghostwheel opposes this article and rated it 0 of 4.
How do you get to 5 injuries when you can roll at most 3 on the d6?

Why is the order of injuries on the d6 so wonky?

Getting a level of exhaustion on top of the injury effectively takes characters entirely out of the game, which is anti-fun.

Some injuries grant levels of exhaustion on top of the exhaustion you already get, and 2/10 isn't that uncommon.

Why do concussions get an additional table?

Honestly, these are just some of the issues I have with this variant. It feels overly wonky, and doesn't do enough. If you want lingering injuries, make them for all lingering injuries, not just for something as specific as fall injuries, and if so, make it more streamlined and consistently less punishing so people can continue playing the game instead of having to rest for a week in town and being unable to participate with the rest of the party.


You get to 5 levels of exhaustion and you can have exhaustion before the injury. I didn't want anyone to die for receiving multiple injuries.

Rolling 1, 2, 3 cause 1 injury so the odds are lower than rolling a 4 or 5 to get 2 inuries and the lowest chances are rolling a 6 to get 3 injuries. That actually causes too many injuries and was unrealistic, so these two items were removed.

Dying when you fall at exhaustion level 5, ie when your movement speed is 0, seems like an extremely rare event.

Yes, injuries (not unlike exhaustion, or battle damage, or losing your weapon, or dying) can momentarily take a player "out of the game" or make things difficult.

My problem with changing it from a long rest is, why is it a "lingering" injury if you can fix it with a short nap?