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Forum Overview » Beispiel-Kategorie / Example Category » Beispiel-Forum / Example Forum » Basic Rules for Dungeons & Dragons for beginners
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Basic Rules for Dungeons & Dragons for beginners
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The first thing to define is how a character makes a wound . It has to be something special, we are talking about sequels that last more or less time, so the character must have suffered a great trauma, or the sum of several small traumas. Thus, a wound should appear when the character has suffered a specific trauma or has had a particularly large accumulation of HP loss over a long period of time.

Choosing when a wound appears is up to you as the Dungeon Master. You can choose to appear at the moment or, on the contrary, wait for the heat of combat to end so that it is noticed. It may be that in the middle of the fight, adrenaline does not make the injury so obvious. This also allows you to "accumulate" wounds and that these are more serious. It is not the same to have received a single important blow that your character has become a punching bag for the troll on duty. So we will make the distinction between minor injuries and warforged 5e injuries. At the end of a fight you can exchange two minor wounds for one serious one, if you wish.

In the same way, an interesting mechanic is to offer the opportunity for the unearthed arcana to deny an injury . A successful DC 10 (mild) or DC 15 (severe) Medicine roll can both hasten a recovery and soften the negative effects of an injury. And of course there is the resource of players spending their Inspiration to ignore a minor injury. Let's call it the adventurer's luck, the special pasta they are made of.


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3/29/2021 9:39:29 AM    
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Forum Overview » Beispiel-Kategorie / Example Category » Beispiel-Forum / Example Forum » Basic Rules for Dungeons & Dragons for beginners

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