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So I had this "Idea" for more in depth injuries.
By receiving 20+ damage in a single hit, roll Fort save (DC=damage). If you fail, roll a D12 and consult the table.
You receive a wound that, in case of the ability damage, can be healed only by “Treat deadly wounds” rule or Lesser Restoration and similar healing spells. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or with another spell (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away. Similarly the Serious Bleed damage can be only stopped by the “First aid” rule or Lesser Restoration and better healing spells.
The table is a bit ruthless but as stated above, this should represent serious injury. B; Bludgeoning,
The Table: 1. Head
2. Chest
3. Stomach
4. (5.)Leg Right (Left)
8. (9.)Arm Right (Left)
12. Roll Again. ***************************************
P-S: 1D6 Serious Bleed
1. Eyes or Ears
2. Neck
3. Brain
4. Roll two effects
Serious Bleed ... is serious!
Soo this is a "thing" I attempted. I didnt actually make any research apart from core rule book but I felt something is missing. This is (I hope) something that can give real life substances and services meaning within the game. In case of substances one cup/shot brings "Effect" into play and automatically calls for a save. If save fails "secondary effect" comes into play. Any suggestions and critique is welcome. Real life substance|Effect, (dissapears in 6 hours)|Save DC
Distilled alcohol, |+1D6 Cha, -1D6 Con, |Fort 20
Strong tobacco, |+1D4 Int, Wis, Cha, -1D4 Con, |Fort 18
Weed, |+1D6 Wis, -1D6 Con, |Fort 20
Shrooms |+1D6 Int, -1D6 Con, |Fort 20
Steroids |+1D6 Str, Dex, -1D6 Wis, Int, |Fort 20
Ecstasy, |+1D6 Dex, -1D6 Con, |Fort 20
Cocaine, |+1D6 Int, -1D6 Con, |Fort 20
Heroine, |+1D6 Wis, -1D6 Con |Fort 20
Pervitine, |+1D4 Cha, Wis, Int, -1D6 Con, |Fort 22
By failing the save by 5 or more every morning character gets the nauseated condition for 1D4 hours and sickened condition for the rest of the day. Using the same substance cures the morning sickness for the rest of the day. Casting remove curse (or possibly remove disease) cures the morning sickness permanently. Using racial substances (like Dwarven hammer weed or elven sunleaf wine) decreases the save by 5 for characters of given race. Services (takes 1 hour) |Effects, (disappears in 24 hours)
Soooo what do you think guys and gals?
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You find your self sitting in The Twohanded Dagger Inn, in the city of Norfall contemplating about what you experienced so far in this strange continent called Ameris.
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