Even when not
facing dragons and undead on a daily basis, everyone gets hurt. Of
course, the chances of getting hurt are much higher when sharp pointy
swords and powerful spells are involved. Just recently I had a
situation where my players damaged a character with a crossbow bolt,
failed to kill him and instead wounded him. For this reason I would
like to put forth optional combat rules for handling an NPC character
that was wounded. The exact values and terms used will match up with
D&D 5th edition but can be converted to other systems
as well.
When to Use It
I'd recommend
using this kind of system mainly for non-playable characters.
However, if desired it could also be used for players. It also allows
the players the ability to fight someone usually out of their level
range depending on the penalty that the wounded character receives.
Types of Wounds
There are a large
variety of different kinds of ways characters can be damaged over the
course of a campaign and likewise there are many ways for them to get
wounded. In the example I mentioned, the character took a crossbow
bolt to the chest. Depending on the situation, the type of wound has
to be handled on a case by case basis.
Example
Body Wound
The character took
a crossbow bolt roughly a week ago (any kind of piercing or slashing
wound would also work). As a direct result, scabbing and healing has
started but may be torn open from too much strain (three actions
taken in three turns or less). If the character does put themselves
under too much strain (three actions in a row), they must make a
saving throw (DC15) right after taking the third action and on a
failure have the wound torn open.
When the wound is
torn open, the character takes damage at the end of every turn (2D6)
including the turn that the wound was torn open on. The character may
use one hand to reduce the damage (by 1D6) or both hands and an
action to completely stop the bleeding. They will need to apply
pressure on the wound for a short rest before they stop taking
damage.
Notes
Severity of the
wound can be changed by changing the DC, the damage taken (both with
pressure applied and without), the number of turns that determines if
the character is under strain as well as the length of time needed
before the damage stops being taken. Certain actions can also be
chosen not to count to the 3 in a row limit (if a level 1 party is
facing a level 5 fighter, you may rule that the wound is bad enough
to be under strain after 2 actions). Alternatively, saving throws can
be made again after taking damage. On a success, the character stops
taking damage. You can also force the character to roll a save if
they are damaged in a way that may tear open the wound.