With a little elbow grease, a pen, and some white sticker paper I doctored up a D&D character sheet that incorporated my house rules as well as some of the optional rules from the DMG.
You can download a PDF of this here (if you would care to).
https://drive.google.com/file/d/0B5q-SrbFhJetT1l6QmZPT29NSWc/view?usp=sharing
I talked about most of the optional and house rules that I'm going to use here:
https://www.youtube.com/watch?v=xaFWNggKkVE
'O5R' is a combination of some of the ideas from the old school renaissance (OSR) and 5th Edition D&D. See below for more information and for some links.
http://samwise7rpg.blogspot.com/2015/05/o5r-dungeons-dragons-5e-optional-house.html
Character Creation:
Step 1. Determine Ability Scores via 4D6 drop the lowest straight down the line. Start at the first stat, roll, and then record the total for that stat. Page 13, and 173 in the PHB).
Step 3. Describe your character. Choose your character's Background and Personality details. Page 13, and 121 in the PHB. A character's starting equipment will be given out based on the details in their Background and Class.
Step 4. Choose a Class. Page 11, and 45 in the PHB. The Classes will be limited to the Cleric, the Fighter, the Ranger, the Rogue, and the Wizard (the 'Big Four' plus the Ranger in other words). The Cleric and Rogue will be modified to show the rules changes found below.
Step 5. Come together. Page 15 in the PHB.
Optional/House Rules:
1. Remove Charisma and all of the associated skills that go along with it. Players will engage in role-playing without any social mechanics. Those skills that are listed in Classes and Backgrounds will be replaced with other skills. Spell descriptions that call for a Charisma saving throw will instead be a Sanity saving throw (see below).
2. Add a Sanity stat, with one skill under it called Mental Stability. This new skill will be one of the ones that replace some of the social skills that I removed in the class descriptions. Seem DMG page 258 and 264 for details on Sanity and Madness.
3. Instead of a static Proficiency Bonus I am going to use the more random Proficiency Dice optional rule found on page 263 of the DMG.
4. I won't be using any of the feats.
5. Inspiration can also be spent like Plot/Story Points which is an optional rule found in the DMG on page 268. I am going to use Option 1 and Option 2. Option 3 is more for GMless games.
6. The XP character advancement chart will be modified to stretch out levels 1-6 a bit, as those earlier levels are my favorite in D&D games. 1st lvl 0, 2nd lvl 1200, 3rd level 2400, 4th level 4800, 5th level 9600, 6th level 16300, and 7th level and above are the same as those found in the PHB.
7. Success at a Cost, found on page 242 of the DMG.
8. Side Initiative, which is also in earlier versions of D&D. DMG page 270.
10. Lingering Injuries which is in the DMG on page 272.
11. Massive Damage found on page 273 of the DMG.
12. No Opportunity Attacks. They are listed in the PHB on page 190, and 195. Reactions to spells and class features still happen as normal.
13. Instant Death happens at negative constitution instead of a negative maximum total of hit points. PHB 197. Make one single Death Saving Throw with Con modifier as a bonus.
14. Traps don't always go off, and they will fail a certain percentage of the time. I still need to figure out how often they should fail.
15. Spellcasters will need to announce BEFORE initiative is rolled if they will be casting a spell or not (remember that I will be using Side Initiative). This is to show how obvious it is with they waving their hands all over the place and muttering dark words that a spell is close to being cast so that they can be targeted by the enemy. If a spellcaster takes one hit point of damage before it is cast (before their initiative) the spell fizzles and it will not be cast that turn. They do not lose any spell slots however.
16. Shields can block successful attacks a percentage of the time. This will be a roll of the dice, but I'm not sure which die to use for this yet however. If the roll is successful then the attack is blocked entirely. This makes shields more important and I just like the way it feels in play. This rule is from the game Dragon Warriors.
O5R Google+ Community:
https://plus.google.com/communities/109886975214721228437
Lingering injuries can add a dynamic that improves the combat narrative as well as the story arc. When presented with a long term penalty, characters are forced to make decisions. Suddenly, the formerly simple path becomes more complex. Combat tactics will change and the games narrative may be forced into a detour as an immediate concern becomes more pressing than the overarching plot.
![Dmg Lingering Injuries Dmg Lingering Injuries](/uploads/1/3/3/9/133911348/378620116.jpg)
Lingering injuries have a Injury Point Value. Actions taken to heal the injury reduce the point value. When the injury is reduced to zero points all penalties are removed and the character is healed. As a general rule, lingering injuries should start with points equal to twice the character level plus 1d6.
- Dmg Lingering Injuries In Dogs
- 5e Dmg Lingering Injuries
- Dmg Lingering Injuries Symptoms
- Dmg Lingering Injuries Pictures
Lingering Injuries and Wounds, Massive Damage; Variant optional rule D&D 5th Edition In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg. 272) and while I like the idea the random table presented there doesn't really fit my ideas about such wounds and injuries. Pop up cleaner mac.
Similar afflictions are described on the Lingering Injuries table on the DMG pg. 27, which should serve only as a guideline for additional effects. Any injury short of lost limbs can be healed as described above. The DMG has the 'lingering injuries' variant rule, that describes mechanics for lost or heavily damaged limbs. How to download photos from icloud to mac iphoto. See the 'Lingering Injuries' section on DMG page 272: Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. It's up to you to decide when to check for a lingering injury.
You can download a PDF of this here (if you would care to).
https://drive.google.com/file/d/0B5q-SrbFhJetT1l6QmZPT29NSWc/view?usp=sharing
I talked about most of the optional and house rules that I'm going to use here:
https://www.youtube.com/watch?v=xaFWNggKkVE
'O5R' is a combination of some of the ideas from the old school renaissance (OSR) and 5th Edition D&D. See below for more information and for some links.
http://samwise7rpg.blogspot.com/2015/05/o5r-dungeons-dragons-5e-optional-house.html
Character Creation:
Step 1. Determine Ability Scores via 4D6 drop the lowest straight down the line. Start at the first stat, roll, and then record the total for that stat. Page 13, and 173 in the PHB).
Dmg Lingering Injuries In Dogs
Step 2. Choose a Race. Page 11, and 17 in the PHB.Step 3. Describe your character. Choose your character's Background and Personality details. Page 13, and 121 in the PHB. A character's starting equipment will be given out based on the details in their Background and Class.
Step 4. Choose a Class. Page 11, and 45 in the PHB. The Classes will be limited to the Cleric, the Fighter, the Ranger, the Rogue, and the Wizard (the 'Big Four' plus the Ranger in other words). The Cleric and Rogue will be modified to show the rules changes found below.
Step 5. Come together. Page 15 in the PHB.
5e Dmg Lingering Injuries
Optional/House Rules:
1. Remove Charisma and all of the associated skills that go along with it. Players will engage in role-playing without any social mechanics. Those skills that are listed in Classes and Backgrounds will be replaced with other skills. Spell descriptions that call for a Charisma saving throw will instead be a Sanity saving throw (see below).
2. Add a Sanity stat, with one skill under it called Mental Stability. This new skill will be one of the ones that replace some of the social skills that I removed in the class descriptions. Seem DMG page 258 and 264 for details on Sanity and Madness.
3. Instead of a static Proficiency Bonus I am going to use the more random Proficiency Dice optional rule found on page 263 of the DMG.
4. I won't be using any of the feats.
5. Inspiration can also be spent like Plot/Story Points which is an optional rule found in the DMG on page 268. I am going to use Option 1 and Option 2. Option 3 is more for GMless games.
6. The XP character advancement chart will be modified to stretch out levels 1-6 a bit, as those earlier levels are my favorite in D&D games. 1st lvl 0, 2nd lvl 1200, 3rd level 2400, 4th level 4800, 5th level 9600, 6th level 16300, and 7th level and above are the same as those found in the PHB.
7. Success at a Cost, found on page 242 of the DMG.
8. Side Initiative, which is also in earlier versions of D&D. DMG page 270.
Dmg Lingering Injuries Symptoms
9. Slow Natural Healing which is on page 267 of the DMG.10. Lingering Injuries which is in the DMG on page 272.
11. Massive Damage found on page 273 of the DMG.
12. No Opportunity Attacks. They are listed in the PHB on page 190, and 195. Reactions to spells and class features still happen as normal.
13. Instant Death happens at negative constitution instead of a negative maximum total of hit points. PHB 197. Make one single Death Saving Throw with Con modifier as a bonus.
14. Traps don't always go off, and they will fail a certain percentage of the time. I still need to figure out how often they should fail.
15. Spellcasters will need to announce BEFORE initiative is rolled if they will be casting a spell or not (remember that I will be using Side Initiative). This is to show how obvious it is with they waving their hands all over the place and muttering dark words that a spell is close to being cast so that they can be targeted by the enemy. If a spellcaster takes one hit point of damage before it is cast (before their initiative) the spell fizzles and it will not be cast that turn. They do not lose any spell slots however.
16. Shields can block successful attacks a percentage of the time. This will be a roll of the dice, but I'm not sure which die to use for this yet however. If the roll is successful then the attack is blocked entirely. This makes shields more important and I just like the way it feels in play. This rule is from the game Dragon Warriors.
O5R Google+ Community:
https://plus.google.com/communities/109886975214721228437
Going to mix things up today and have a guest writer behind today's post, Chris Scaturo.
Lingering Injuries
Linger- v. to be slow to disappear
Sasha looked down. The stone golem lay battered and broken; it would move no more. Unfortunately, her foot was in a pretty similar condition. It hurt. It really hurt. Clyde’s simple prayer to Pelor wasn’t going to fix this one.
Lingering injuries can add a dynamic that improves the combat narrative as well as the story arc. When presented with a long term penalty, characters are forced to make decisions. Suddenly, the formerly simple path becomes more complex. Combat tactics will change and the games narrative may be forced into a detour as an immediate concern becomes more pressing than the overarching plot.
L’tera wasn’t sure what to do. The scrolls needed to be delivered but Sasha’s injury was slowing them down. They were able to fend off the Bugbear ambush without her usual mobility but if something more powerful attacked, they were in trouble. Clyde’s spells were helping but not fast enough, her foot was still a mess. They needed Sasha and she needed more time.
The trick is to make them linger. They should be neither permanent nor easily curable. If a simple Cure Wounds or Lesser Restoration can remove the penalty, no wounds will last more than a day if the party has a 3rd level Cleric.
![Dmg Lingering Injuries Dmg Lingering Injuries](/uploads/1/3/3/9/133911348/378620116.jpg)
Clyde knew she was tough. That injury would have killed a lesser woman. Pelor’s blessing was helping poor Sasha’s foot but it was going to take time. If he expended all of his divine gifts for the day maybe Sasha’s foot would be fine but that would put the rest of the group and their mission in jeopardy. She needed someone who knew how to set the bones. Sometimes you need a doctor not a priest.
Lingering injuries have a Injury Point Value. Actions taken to heal the injury reduce the point value. When the injury is reduced to zero points all penalties are removed and the character is healed. As a general rule, lingering injuries should start with points equal to twice the character level plus 1d6.
Horace hated these dilemmas. He didn’t even like Sasha but he knew they needed her. There was no way they could make it back to Trenton without her and at this pace they wouldn’t make it back by the deadline. They wouldn’t earn the reward if these scrolls weren’t back in three nights, yeah, and the ghouls might be unleashed as well. He hated to do it but he needed to call in a favor and have the centaur “doctor” take a look at Sasha. The “office” wasn’t far from here. What a waste of a favor….
A. Schaff |
While magic shouldn’t be an immediate fix, it should help. Others factors used to heal these lingering wounds are long rests (time) and medicine skill checks (knowledge).
The pain was unbearable but for a guy with hooves, the “doctor” (Sasha sure wished the other centaurs would stop calling him a Vet) knew what he was doing. She passed out after the “surgery” but when she woke up in the morning she could run on the foot. She wasn’t perfect but she was an awful lot better! Maybe Horace did serve a little purpose.
The following actions reduce the Injury Point Value:
Dmg Lingering Injuries Pictures
1 point/rest |
1 point/spell level |
1 point |
2 points |
3 points |
Labels: Chris Scaturo, combat How to get high sierra dmg.