Mini Module: Realistic Healing

Healing and recovering from damage in d20 Advanced is very fast, meant to represent action heroes in popular media who can shrug off minor injuries and still be at the top of their game. With just an hour of rest, a character can recuperate from an injured condition. Even a character who has suffered many injuries can probably be completely healed with a day's time to recover.
But in the real world, even a relatively minor injury can take days or weeks to heal, and even a small injury can cause lasting debility for years. A bullet which might cause a flesh wound to the leg under the base rules can cause a wound that could take days to close. The wound could become infected, causing an abscess that could lead to a bone infection, which over the years may require many courses of antibiotics, intense nerve pain from the inflammation, and possible amputation of the limb many years down the line.
Mundane Recuperation: For games using Mundane time and value progression, it can be more appropriate for characters to recover more slowly. Under mundane rules for recuperation, it takes 1 day to recover from an Injured or Staggered condition instead of 1 hour. It also takes 30 minutes to recuperate from being rendered Unconscious instead of 1 minute, and ability scores recuperate at a rate of 1 point every month instead of every day. This requires considerably more bookkeeping than the standard rules, but can promote a game with a slower, more deliberate pace. A character who is badly wounded in battle may be out of commission for weeks.
Infection: In the real world, one of the serious outcomes of even small wounds can be infection. Different sources of injury can cause different sorts of infections. A rusty, old pitchfork found in an abandoned barn could carry tetanus. Animal bites can carry any number of bacteria. And even simply having an open wound can leave a person prone to blood infections.
While using this option, any time a character fails a Recuperation check, he or she must make a Fortitude check, with a DC equal to 10 + the number of Injuries he or she has sustained. Failure indicates that the character has contracted a disease, which causes the character to have 1 point drained from his or her Constitution. Each day, you must make another Fortitude check. A success means you have overcome the disease and suffer no further Constitution drain. However, each failure means the disease continues to ravage your body, and you suffer another drained point of Constitution. This disease may also be treated with a successful Science check. Note that this is true Constitution drain, which means that if your Constitution drops below 0, you must make a Fortitude check to avoid it being crippled... and avoid death!	
	
Healing and recovering from damage in d20 Advanced is very fast, meant to represent action heroes in popular media who can shrug off minor injuries and still be at the top of their game. With just an hour of rest, a character can recuperate from an injured condition. Even a character who has suffered many injuries can probably be completely healed with a day's time to recover.
But in the real world, even a relatively minor injury can take days or weeks to heal, and even a small injury can cause lasting debility for years. A bullet which might cause a flesh wound to the leg under the base rules can cause a wound that could take days to close. The wound could become infected, causing an abscess that could lead to a bone infection, which over the years may require many courses of antibiotics, intense nerve pain from the inflammation, and possible amputation of the limb many years down the line.
Mundane Recuperation: For games using Mundane time and value progression, it can be more appropriate for characters to recover more slowly. Under mundane rules for recuperation, it takes 1 day to recover from an Injured or Staggered condition instead of 1 hour. It also takes 30 minutes to recuperate from being rendered Unconscious instead of 1 minute, and ability scores recuperate at a rate of 1 point every month instead of every day. This requires considerably more bookkeeping than the standard rules, but can promote a game with a slower, more deliberate pace. A character who is badly wounded in battle may be out of commission for weeks.
Infection: In the real world, one of the serious outcomes of even small wounds can be infection. Different sources of injury can cause different sorts of infections. A rusty, old pitchfork found in an abandoned barn could carry tetanus. Animal bites can carry any number of bacteria. And even simply having an open wound can leave a person prone to blood infections.
While using this option, any time a character fails a Recuperation check, he or she must make a Fortitude check, with a DC equal to 10 + the number of Injuries he or she has sustained. Failure indicates that the character has contracted a disease, which causes the character to have 1 point drained from his or her Constitution. Each day, you must make another Fortitude check. A success means you have overcome the disease and suffer no further Constitution drain. However, each failure means the disease continues to ravage your body, and you suffer another drained point of Constitution. This disease may also be treated with a successful Science check. Note that this is true Constitution drain, which means that if your Constitution drops below 0, you must make a Fortitude check to avoid it being crippled... and avoid death!	
	
Healing and recovering from damage in d20 Advanced is very fast, meant to represent action heroes in popular media who can shrug off minor injuries and still be at the top of their game. With just an hour of rest, a character can recuperate from an injured condition. Even a character who has suffered many injuries can probably be completely healed with a day's time to recover.
But in the real world, even a relatively minor injury can take days or weeks to heal, and even a small injury can cause lasting debility for years. A bullet which might cause a flesh wound to the leg under the base rules can cause a wound that could take days to close. The wound could become infected, causing an abscess that could lead to a bone infection, which over the years may require many courses of antibiotics, intense nerve pain from the inflammation, and possible amputation of the limb many years down the line.
Mundane Recuperation: For games using Mundane time and value progression, it can be more appropriate for characters to recover more slowly. Under mundane rules for recuperation, it takes 1 day to recover from an Injured or Staggered condition instead of 1 hour. It also takes 30 minutes to recuperate from being rendered Unconscious instead of 1 minute, and ability scores recuperate at a rate of 1 point every month instead of every day. This requires considerably more bookkeeping than the standard rules, but can promote a game with a slower, more deliberate pace. A character who is badly wounded in battle may be out of commission for weeks.
Infection: In the real world, one of the serious outcomes of even small wounds can be infection. Different sources of injury can cause different sorts of infections. A rusty, old pitchfork found in an abandoned barn could carry tetanus. Animal bites can carry any number of bacteria. And even simply having an open wound can leave a person prone to blood infections.
While using this option, any time a character fails a Recuperation check, he or she must make a Fortitude check, with a DC equal to 10 + the number of Injuries he or she has sustained. Failure indicates that the character has contracted a disease, which causes the character to have 1 point drained from his or her Constitution. Each day, you must make another Fortitude check. A success means you have overcome the disease and suffer no further Constitution drain. However, each failure means the disease continues to ravage your body, and you suffer another drained point of Constitution. This disease may also be treated with a successful Science check. Note that this is true Constitution drain, which means that if your Constitution drops below 0, you must make a Fortitude check to avoid it being crippled... and avoid death!	
	
Healing and recovering from damage in d20 Advanced is very fast, meant to represent action heroes in popular media who can shrug off minor injuries and still be at the top of their game. With just an hour of rest, a character can recuperate from an injured condition. Even a character who has suffered many injuries can probably be completely healed with a day's time to recover.
But in the real world, even a relatively minor injury can take days or weeks to heal, and even a small injury can cause lasting debility for years. A bullet which might cause a flesh wound to the leg under the base rules can cause a wound that could take days to close. The wound could become infected, causing an abscess that could lead to a bone infection, which over the years may require many courses of antibiotics, intense nerve pain from the inflammation, and possible amputation of the limb many years down the line.
Mundane Recuperation: For games using Mundane time and value progression, it can be more appropriate for characters to recover more slowly. Under mundane rules for recuperation, it takes 1 day to recover from an Injured or Staggered condition instead of 1 hour. It also takes 30 minutes to recuperate from being rendered Unconscious instead of 1 minute, and ability scores recuperate at a rate of 1 point every month instead of every day. This requires considerably more bookkeeping than the standard rules, but can promote a game with a slower, more deliberate pace. A character who is badly wounded in battle may be out of commission for weeks.
Infection: In the real world, one of the serious outcomes of even small wounds can be infection. Different sources of injury can cause different sorts of infections. A rusty, old pitchfork found in an abandoned barn could carry tetanus. Animal bites can carry any number of bacteria. And even simply having an open wound can leave a person prone to blood infections.
While using this option, any time a character fails a Recuperation check, he or she must make a Fortitude check, with a DC equal to 10 + the number of Injuries he or she has sustained. Failure indicates that the character has contracted a disease, which causes the character to have 1 point drained from his or her Constitution. Each day, you must make another Fortitude check. A success means you have overcome the disease and suffer no further Constitution drain. However, each failure means the disease continues to ravage your body, and you suffer another drained point of Constitution. This disease may also be treated with a successful Science check. Note that this is true Constitution drain, which means that if your Constitution drops below 0, you must make a Fortitude check to avoid it being crippled... and avoid death!	
Category:Rulebook
Category:Action
Category:Combat
Category:Mini Module