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You get to 5 levels of exhaustion before dying and you can have exhaustion before the injury, specifically from an earlier fall. I didn't want anyone to die for receiving simply rolling multiple injuries.
Rolling either 1, 2, 3 cause caused 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 both these two items things were removed. . . .
Dying when you fall at exhaustion level 5, ie when your movement speed is 0, seems like an extremely rare event.
. . . Yes, lingering 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. Alone, the injury would likely kill you. Which is why it always a good idea to have a buddy out on adventures.
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?
There are spells to circumvent needing a long rest.
Without saying so, the intent is to fix your most serious injury first so you can continue adventuring. Maybe the team has a small adventure getting you to a safe camp spot. Even if you need to make a trip back to town you should still be conscious and able to participate, with your injury. Which is the entire point of having the injury.