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Damage by Body Part
By Nicholas Burke
Variant Rules for Damage by Body Part
The following is a Variant rule a GM might use for ‘Damage by Body Parts”
Note: Inexperienced players my find the following rules slightly challenging, and the GM should think carefully about whether he thinks his players would be comfortable with this rule. Damage my Body Parts gives a much more realistic tone to the campaign, but also gives a higher chance for randomness in combat.
Whenever a character receives an amount of damage that is equal to or greater than his maximum hit points, he drops from having taken too much damage. In a real-world perspective, the character has taken enough wounds, in general, to cause him to drop to the ground bleeding. Normally, all a GM or player would keep track of is an overall number related to the damage a character has taken. This variant rule entails that a character still keeps track of how much damage each body part has taken, thus leading to the possibility that a character could suffer certain penalties due to a certain body part taking too much damage at once. The character still drops when he overall takes enough damage to drop from taking too much damage, but now each body part has the possibility of becoming non-functional from a well-placed blow.
The way Damage by Body Parts works:
Tordek is fighting an Ogre in melee combat. Tordek is fighting with a Dwarven war axe, where as the Ogre is wielding a great club. When Tordek hits the Ogre, he rolls a d12 die to see which part of the body he hit (the ‘body part roll'):
1: Head
2: Shoulders
3: Chest
4: Stomach
5: Right Arm
6: Left Arm
7: Right Leg
8: Left Leg
9: Right Hand
10: Left Hand
11: Right Foot
12: Left FootTordek rolls a 7 (Right Leg)
Tordek then rolls the damage he does against the Ogre. He rolls a total of 26. Overall, the Ogre counts as having taken 26 damage. Since the Ogre has 32 hit points, he doesn't drop. However, since Tordek rolled a 7 on his body part roll, 26 damage has been dealt directly to his leg. What does this mean?
For any body part, if the damage it has taken is equal to or greater than half of the character's total hit points; it counts as ‘damaged'. If the damage it has taken is equal to or greater than ¾ of the character's total hit points, it counts as ‘severely damaged'. If the damage it has taken is equal to or greater than the character's total hit points (without the blow actually killing the character), it counts as ‘mutilated'.
What this means is that the Ogre's leg is now severely damaged (but not completely mutilated). This will result in penalties related to the function of that left leg. When Tordek hits again, if he hits the left leg again (body part roll: 7), and rolls another 6 points of damage, the ogre's left leg counts as mutilated. If Tordek rolls a different body part and does 6 damage, the Ogre drops to the ground from taking too much damage, but no other affects apply (unless Tordek really didn't like this Ogre, and decided to keep on attacking it while it was down J ).
Now say there was a new Ogre, and Tordek made four attacks against it, each one dealing 10 damage. For each successful attack, Tordek would have to make a different body part roll to see which part of the Ogre he hit. He rolls a 1, a 2, a 4, and a 9. This means that the Ogres head, shoulders, stomach, and right hand have each taken 10 damage. This makes a total of 40 points of damage (greater than 32), and so the Ogre drops. However, since no one body part has taken an amount of damage equal to or greater than one half of the Ogre's total hit points, he suffers none of the effects of damaged body parts.
Now, for the fun stuff: the effects of damaged body parts depend on two variables: the type of weapon, and the amount of damage done (whether it is damaged, severely damaged, or mutilated). All effects last until the respective damage dealt is healed. If the effect resulted in the death of the character, this effect can obviously only be reversed by a Raise Dead or Resurrection spell. The reattachment of removed parts requires a Cure Serious Wounds spell or any of its higher counterparts. When a character becomes scarred, the scar is permanent, or (to the GM's discretion) lasting a certain number of years. To GM may chose to apply the scar as either a bonus or penalty to charisma based checks, depending on the character, and whom the character may be speaking with.
For ‘Damaged' with Bludgeoning Weapons:
Head-Mild Concussion : -2 on all saving throws, –4 penalty vs. Sleep, Take 2 temporary Intelligence and Wisdom damage
Shoulder-Fractured Collar Bone : take 2 temporary Strength and Dexterity damage
Chest-Fractured Rib : -1 to all attacks, AC, and skills that require movement
Stomach-Slightly Crushed Organs : Character becomes Nauseated, cannot eat for one day. –2 on all fortitude saves.
Rig ht/Left Arm-Simple Fracture in Humerous, Ulna or Radius : -2 to all attacks with that arm, cannot hold objects heavier than 10lb +5lbxStr mod
Right/Left Leg- Simple Fracture in Femur, Fibula or Tibia : Speed decreases to 10ft, -1 to AC if Dexterity is being applied. Cannot jump, climb, swim, or run. If character is wearing heavy equipment, he drops to the ground.
Right/Left Hand- Broken Finger/Carpal : Cannot use an exotic weapon, -2 to all attacks with that hand, cannot hold an item that requires more than three fingers. –4 on all dexterity based checks that require the use of hands. Must make a concentration check DC 15 to cast spells.
Right/Left Foot- Broken Toe/Tarsal : Cannot run, climb, jump or swim. Speed decreased by 15ft.
For ‘Severely Damaged' with Bludgeoning Weapons:
Head-Severe Concussion : -4 on all saving throws, –4 penalty vs. Sleep, Take 4 temporary Intelligence and Wisdom damage. Character must make a Fortitude save DC 15, or drop to the ground unconscious. If the character falls asleep within the next 8 hours (including if he falls unconscious from the initial blow), he must make a will save of DC25 or fall into a coma.
Shoulder-Broken Collar Bone : take 4 temporary Strength and Dexterity damage. Character has lost use of one arm.
Chest-Broken Rib : -2 to all attacks, AC, and skills that require movement.
Stomach-Severely Crushed Organs : Character becomes Nauseated, cannot eat for three days. –4 on all fortitude saves. Make a Fortitude save DC20 or take 4 temporary constitution damage.
Right/Left Arm-Compound Fracture in Humerous, Ulna or Radius : -4 to all attacks with that arm, arm cannot hold objects heavier than 5lb. Make Fortitude save DC 20 or become nauseated.
Right/Left Leg- Compound Fracture in Femur, Fibula or Tibia : Speed decreases to 5ft, -2 to AC if Dexterity is being applied. Cannot jump, climb, swim, or run. If character is wearing medium equipment, he drops to the ground. Make Fortitude save DC 20 or become nauseated.
Right/Left Hand- Commuted Fracture in Finger/Carpal : Cannot hold items heavier than 5lb, -4 to all attacks with that hand, cannot hold an item that requires more than two fingers. –8 on all dexterity based checks that require the use of hands. Cannot cast spells that require a somatic component. Fortitude save DC 20 or become nauseated.
Right/Left Foot- Broken Toe/Tarsal : Cannot run, climb, jump or swim. Speed decreased to 5 ft. Fortitude save DC 20 or become nauseated.
For ‘Mutilated' with Bludgeoning Weapons:
Head-Fractured Skull : Character takes 2d4 temporary Intelligence damage. Make a Fortitude save DC20 against 1d4 points of that damage becoming permanent (this roll cannot exceed the original roll). Character must make a Fortitude save DC 20, or drop to the ground unconscious. If the character falls asleep within the next 8 hours (including if he falls unconscious from the initial blow), he must make a will save of DC25 or fall into a coma.
Shoulder- Commuted Fracture in Collar Bone : take 6 temporary Strength and Dexterity damage. Character has lost use of two arms. Fortitude save DC 20 or become nauseated.
Chest-Collapsed Rib Cage : Character's rib cage collapse into his organs, killing the character instantly, provided his race would normally die from a collapsed rib cage.
Stomach- Organs become non-functional : Character becomes nauseated, cannot eat for two weeks. –6 on all fortitude saves. Character takes 2d4 temporary constitution damage Make a Fortitude save DC20 or 1d4 of it becomes permanent (this number cannot exceed the initial roll).
Right/Left Arm-Commuted Fracture in Humerous, Ulna or Radius : Arm drops whatever it's holding, and becomes non-functional. Make Fortitude save DC 25 or become nauseated.
Right/Left Leg- Commuted Fracture in Femur, Fibula or Tibia : Character cannot move by foot in any sort of way, leg becomes non-functional. Make Fortitude save DC 20 or become nauseated.
Right/Left Hand- Commuted Fracture in Finger/Carpal : Hand drops whatever it is holding, and becomes non-functional. Cannot cast spells that require a somatic component. Fortitude save DC 25 or become nauseated.
Right/Left Foot- Broken Toe/Tarsal : Character cannot move by foot in any sort of way, foot becomes non-functional. Fortitude save DC 25 or become nauseated.
For ‘Damaged' with Slashing + Piercing Weapons:
Head- Slashed Face : -2 to all charisma based checks, Fortitude DC 15 vs. having a scar
Shoulder-Slashed Shoulder : -4 on all climb and swim checks, Fortitude DC 15 vs. having a scar
Chest/Stomach-Slight Opening : Character takes 1d6 subdual damage per round for 1d4 rounds from bleeding. Fortitude DC 15 vs. having a scar
Right/Left Arm- Sliced Tendon : -2 to all attacks with that arm, cannot hold objects heavier than 10lb +5lbxStr mod. Fortitude DC 15 vs. having a scar
Right/Left Leg- Sliced Tendon : Speed decreases to half, -1 to AC if Dexterity is being applied. Cannot jump, climb, swim, or run. If character is wearing heavy equipment, he drops to the ground. Fortitude DC 15 vs. having a scar
Right/Left Hand- Sliced Tendon: Cannot use an exotic weapon, -2 to all attacks with that hand, cannot hold an item that weighs more than 10lb. –4 on all dexterity based checks that require the use of hands. Must make a concentration check DC 15 to cast spells. Fortitude DC 15 vs. having a scar
Right/Left Foot- Sliced Tendon : Cannot run, climb, jump or swim. Speed decreased to half. Fortitude DC 15 vs. having a scar
For ‘Severely Damaged' with Slashing + Piercing Weapons:
Head- Severed Eye/Ear : -2 to all charisma based checks, roll percentile die with a 50% chance for losing an eye, and a 50% chance of losing an ear. Fortitude DC 20 vs. having a scar
Shoulder- Sliced Tendon : Cannot swim or climb, -2 to all attacks, Fortitude DC 20 vs. having a scar
Chest/Stomach- Medium Opening : Character takes 2d6 subdual damage per round for 2d4 rounds from bleeding. Character becomes nauseated. Fortitude DC 20 vs. having a scar
Right/Left Arm- Severed Tendon : -4 to all attacks with that arm, cannot hold objects heavier than 5lb. Fortitude DC 20 vs. having a scar
Right/Left Leg- Severed Tendon : Speed reduced to 5ft, -2 to AC if Dexterity is being applied. Cannot jump, climb, swim, or run. If character is wearing medium equipment, he drops to the ground. Fortitude DC 20 vs. having a scar
Right/Left Hand- Sliced Tendon: Cannot use an exotic weapon, -4 to all attacks with that hand, cannot hold an item that weighs more than 5lb. Cannot use hand to conduct actions that require fine motor skills, such as casting a spell. Fortitude DC 20 vs. having a scar
Right/Left Foot- Sliced Tendon : Cannot run, climb, jump or swim. Speed decreased to 5ft. Fortitude DC 20 vs. having a scar
For ‘Mutilated' with Slashing Weapons:
Head- Removed Head - Head is cut off from body and the character dies instantly, provided his race would normally die from a severed head.
Shoulder- Sliced Throat and Tendon : Cannot swim or climb, -2 to all attacks, Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the neck. Fortitude DC 25 vs. having a scar.
Chest/Stomach- Exposed Organs : Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the organs Character takes 2d4 temporary constitution damage, and makes a fortitude save of DC 20 against 1d4 points of that damage becoming permanent (this cannot exceed the initial roll), Fortitude DC 25 vs. having a scar
Right/Left Arm- Removed Arm : Arm is removed from body. The save against scarring is redundant.
Right/Left Leg- Removed Leg : Leg is removed from body. Once again, no need for the save against scarring.
Right/Left Hand- Sliced Tendon: Hand in removed from body.
Right/Left Foot- Sliced Tendon : Foot is removed from body.
For ‘Mutilated' with Piercing Weapons:
Head- Punctured Skull - Character takes 2d4 temporary Intelligence damage. Make a Fortitude save DC20 against 1d4 points of that damage becoming permanent (this roll cannot exceed the original roll). Character must make a Fortitude save DC 20, or drop to the ground unconscious. If the character falls asleep within the next 8 hours (including if he falls unconscious from the initial blow), he must make a will save of DC25 or die. Fortitude DC 25 vs. having a scar.
Shoulder-Punctured Heart : Character's heart stops beating, killing the character instantly, provided his race would normally die from a punctured heart. I doubt he cares if he gets scarred.
Chest/Stomach- Punctured Organs : Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the Organs. Character takes 2d4 temporary constitution damage, and makes a fortitude save of DC 20 against 1d4 points of that damage becoming permanent (this cannot exceed the initial roll), Fortitude DC 25 vs. having a scar
Right/Left Arm- Punctured Blood Vessel and Mutilated Tendon : Arm is non-functional. Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the punctured blood vessel. Fortitude DC 25 vs. having a scar
Right/Left Leg- Punctured Blood Vessel and Mutilated Tendon : Leg is non-functional. Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the punctured blood vessel. Fortitude DC 25 vs. having a scar
Right/Left Hand- Punctured Blood Vessel and Mutilated Tendon: Hand is non-functional. Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the punctured blood vessel. Fortitude DC 25 vs. having a scar
Right/Left Foot- Punctured Blood Vessel and Mutilated Tendon : Hand is non-functional. Character loses two hit points per round instead of one when he reaches the ‘dying' status due to blood loss from the punctured blood vessel. Fortitude DC 25 vs. having a scar
As well, many of the previous effects would not come into effect against certain types of creatures, such as undead, or oozes. The previous rules pertain to the body parts of humanoid targets, and a GM may change these rules for whenever damaging a non-humanoid target.
As a final note, should a GM ever find that a player is frustrated, saddened, disappointed, or angered during game play, the GM should always remember to ensure the player that Dungeons and Dragons is just that; a game, and a character can always be remade. If a GM finds that his players are having too hard of a time adapting to this variant rule on damage, the GM has every right to remove this rule whenever he feels it is necessary. However this rule applies a higher level of realism to game play, many players may find that this variant rule is TOO realistic.