Difference between revisions of "Injury"

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[[File:Injury b.jpg|right|560px|thumb]]
 
[[File:Injury b.jpg|right|560px|thumb]]
'''Injuries''' are physical traumas that surpass the ordinary loss of [[Hit Points|hit points]]. Caused by accidents, [[Falling|falls]] and unusually heavy blows in [[Combat|combat]], an injury indicates that the character is seriously hurt. The result accounts for broken bones and bone fractures, ligament and tendon injuries, organ failures, [[Amputation (sage ability)|amputation]], [[Dismemberment|dismemberment]], lung scarring and effects from [[Disease|disease]] or [[Poison (substance)|poison]], among other things. The injury rule encapsulates traumas to the body that would take much longer to [[Healing|heal]] than ordinary hit points.
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'''Injuries''' represent physical trauma that exceeds the ordinary loss of [[Hit Points|hit points]]. Unlike regular wounds, injuries indicate severe harm caused by [[Falling|falls]], heavy blows in [[Combat|combat]], or accidents. They encompass serious conditions such as broken bones, fractures, ligament and tendon tears, internal organ damage, [[Amputation (sage ability)|amputation]], [[Dismemberment|dismemberment]], lung scarring, and long-term effects from [[Disease|disease]] or [[Poison (substance)|poison]]. These injuries take significantly longer to [[Healing|heal]] than ordinary hit point loss.
  
When a character suffers 15 or more [[Hit Points|hit points]] of [[Damage (hit points)|damage]] in a single blow, the character receives an injury. In addition to the lost hit points, the character also suffers 1 injury point. For each additional 5 points of damage suffered in a single blow, the character receives 1 additional injury point.
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A character sustains an injury whenever they take 15 or more [[Hit Points|hit points]] of [[Damage (hit points)|damage]] from a single blow. In addition to losing those hit points, they also receive 1 injury point. For every additional 5 points of damage taken in the same blow, the character accrues 1 additional injury point.
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: '''For example''', Caleb the Druid falls 30 feet and suffers 25 damage, reducing his hit points from his normal maximum of 23 to [[Negative Hit Points|-2 hit points]]. Along with this, he receives 3 injury points.
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Given the wide range of potential injuries and the many ways they might occur, it is recommended that the DM determine injuries based on the situation rather than relying on a random injury chart. A standardized chart is likely to produce unrealistic or contradictory results too frequently to be practical.
  
 
: '''For example''', Caleb the Druid falls 30 feet and suffers 25 damage reducing him from his normal 23 maximum to [[Negative Hit Points|-2 hit points]].  In addition, he receives 3 injury points.  With so many possible ways to receive an injuries, and possible injuries that might result, it's recommended that the DM assign a credible injury in these situations, rather than imposing a random injury chart.  A standardised chart is likely to produce irreconciliable results too often to be really useful.
 
: '''For example''', Caleb the Druid falls 30 feet and suffers 25 damage reducing him from his normal 23 maximum to [[Negative Hit Points|-2 hit points]].  In addition, he receives 3 injury points.  With so many possible ways to receive an injuries, and possible injuries that might result, it's recommended that the DM assign a credible injury in these situations, rather than imposing a random injury chart.  A standardised chart is likely to produce irreconciliable results too often to be really useful.
  
 
== Movement & Action Points ==
 
== Movement & Action Points ==
Characters who are suffering from an injury are appropriately limited by that injury. A character with a broken leg cannot get up and move around.  Characters who have recieved internal damage must be careful not to promote internal bleeding. Torn ligaments and tendons will hamper the ability to move easily or take actions. For each point of injury suffered, the character also receives a -1 penalty against their total [[Action Points|action points]].
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Characters suffering from an injury are appropriately limited by its effects. A character with a broken leg cannot stand or move freely, while those with internal damage must avoid exertion to prevent worsening their condition, such as triggering internal bleeding. Torn ligaments and tendons impair movement and restrict certain actions, making even basic physical tasks difficult.
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For each injury point sustained, the character also suffers a -1 penalty to their total [[Action Points|action points]], reflecting their reduced ability to act efficiently in combat or perform strenuous activities. The severity of the injury should dictate the extent of these limitations, requiring rest, medical treatment, or magical intervention to recover fully.
  
 
== Healing an Injury ==
 
== Healing an Injury ==
Injuries can be healed in the same way as hit points, except that it requires 10 points of healing before the point is removed. Moreover, all injury points must be healed first before other healing can take place.
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Injuries can be healed similarly to hit points, but at a significantly slower rate. For each injury point, 10 points of healing are required before it is removed. Furthermore, all injury points must be healed first before standard hit point recovery can begin. This represents the deeper, more persistent nature of injuries compared to ordinary wounds.
  
In the example above with Caleb, he would need 30 points of healing to remove his 3 points of injury. During that time, he would remain at -2 hit points — meaning that, with the rules surrounding negative hit points, his [[Ability Stats|ability stats]] would be penalised by 20%. When Caleb's injuries are healed, he may begin to restore hit points normally.
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In the example with Caleb, he would need 30 points of healing to eliminate his 3 injury points. Until this process is complete, his hit points would remain at -2, and under the rules governing [[Negative Hit Points|negative hit points]], his [[Ability Stats|ability stats]] would continue to suffer a 20% penalty. Only after his injuries have been fully healed can Caleb begin restoring his hit points as usual.
  
  

Revision as of 00:24, 15 February 2025

Injury b.jpg

Injuries represent physical trauma that exceeds the ordinary loss of hit points. Unlike regular wounds, injuries indicate severe harm caused by falls, heavy blows in combat, or accidents. They encompass serious conditions such as broken bones, fractures, ligament and tendon tears, internal organ damage, amputation, dismemberment, lung scarring, and long-term effects from disease or poison. These injuries take significantly longer to heal than ordinary hit point loss.

A character sustains an injury whenever they take 15 or more hit points of damage from a single blow. In addition to losing those hit points, they also receive 1 injury point. For every additional 5 points of damage taken in the same blow, the character accrues 1 additional injury point.

For example, Caleb the Druid falls 30 feet and suffers 25 damage, reducing his hit points from his normal maximum of 23 to -2 hit points. Along with this, he receives 3 injury points.

Given the wide range of potential injuries and the many ways they might occur, it is recommended that the DM determine injuries based on the situation rather than relying on a random injury chart. A standardized chart is likely to produce unrealistic or contradictory results too frequently to be practical.

For example, Caleb the Druid falls 30 feet and suffers 25 damage reducing him from his normal 23 maximum to -2 hit points. In addition, he receives 3 injury points. With so many possible ways to receive an injuries, and possible injuries that might result, it's recommended that the DM assign a credible injury in these situations, rather than imposing a random injury chart. A standardised chart is likely to produce irreconciliable results too often to be really useful.

Movement & Action Points

Characters suffering from an injury are appropriately limited by its effects. A character with a broken leg cannot stand or move freely, while those with internal damage must avoid exertion to prevent worsening their condition, such as triggering internal bleeding. Torn ligaments and tendons impair movement and restrict certain actions, making even basic physical tasks difficult.

For each injury point sustained, the character also suffers a -1 penalty to their total action points, reflecting their reduced ability to act efficiently in combat or perform strenuous activities. The severity of the injury should dictate the extent of these limitations, requiring rest, medical treatment, or magical intervention to recover fully.

Healing an Injury

Injuries can be healed similarly to hit points, but at a significantly slower rate. For each injury point, 10 points of healing are required before it is removed. Furthermore, all injury points must be healed first before standard hit point recovery can begin. This represents the deeper, more persistent nature of injuries compared to ordinary wounds.

In the example with Caleb, he would need 30 points of healing to eliminate his 3 injury points. Until this process is complete, his hit points would remain at -2, and under the rules governing negative hit points, his ability stats would continue to suffer a 20% penalty. Only after his injuries have been fully healed can Caleb begin restoring his hit points as usual.


See also,
Acupuncture (sage ability)
Regeneration (spell)
The Adventure