Wounds, healing, and hit points

This is what I’ve been using for a little while now as a variant hit point system to what D&D uses. Works out pretty well IMO; is less lethal than OSR, more lethal than modern D&D, and more punishing than either. I’ve never felt like death is particularly punishing. Making a new character is the easy way out. I want characters to suffer.

This is only for weapon damage, still working on one for spell damage.

HIT POINTS

Hit points are calculated and increased as normal, but upon hitting 0 you do not die or fall unconscious, you just start taking wounds based on attack roll and type of damage.

HEALING

Spells that would restore hit points now can either restore hit points or heal wounds. Many wounds once healed still leave some work to be done though, such as a lost arm. Points

WOUNDS

If an attacker qualifies for dealing multiple wounds, they choose which one they deal. They also get to choose which limb, joint, or organ (except for heart and brain) if those are wounded. Every CON organ, limb, and critical wounds a character takes moves them up one step in physical aging effects, though this doesn’t actually age them.

AXE/BLADE WOUNDS

Hit — Slash. You will die in CONx2 (-1 for every additional bleeding wound) hours unless the bleeding is stopped. DC 14 Medicine check to stop the bleeding, after which it can heal naturally in a non-strenuous week. 6 points of magical healing to immediately heal.

AC+2 — Stab. You will die in CON (-1 for every additional bleeding wound) hours unless the bleeding is stopped. DC 12 Medicine check to stop the bleeding, after which it can heal naturally in a non-strenuous week. 8 points of magical healing to immediately heal.

AC+5 — Organ. You will die in CONx6 (-10 for every additional bleeding wound) minutes unless the bleeding is stopped. DC 18 Medicine check which takes 5 minutes to stop the bleeding, after which it can heal naturally in a non-strenuous week. 20 points of magical healing to immediately heal.

AC+5 — Severed limb. Only possible with a two-handed weapon. You will die in CON (-1 for every additional bleeding wound) minutes unless the bleeding is stopped. DC 18 Medicine check which takes 5 minutes to stop the bleeding, after which it can heal naturally in a non-strenuous week. 16 points of magical healing to immediately heal (doesn’t restore the limb).

Critical Hit — Neck, heart, or brain. You will die in 30 (-6 for every additional bleeding wound) seconds unless the bleeding is stopped. DC 20 Medicine check which takes 24 seconds to stop the bleeding, after which it can heal naturally in a non-strenuous week. 30 points of magical healing to immediately heal.

BLUDGEONING WOUNDS

Hit — Smash. You will die in CONx2 (-1 for every additional bleeding wound) hours unless the bleeding is stopped. DC 14 Medicine check to stop the bleeding, after which it can heal naturally in a non-strenuous week. 6 points of magical healing to immediately heal.

AC+2 — Internals. You will die in CONx6 (-10 for every additional bleeding wound) minutes unless the internal bleeding is stopped. DC 16 Alchemy check which takes 30 minutes to stop the bleeding, after which it can heal naturally in a non-strenuous week. 16 points of magical healing to immediately heal.

AC+5 — Broken limb. The limb is not functional until a month after the limb is set which requires a DC 14 Medicine check. 20 points of magical healing to immediately heal.

Critical Hit — Skull. You will die in 30 (-6 for every additional bleeding wound) seconds unless the internal bleeding is stopped. DC 20 Alchemy check which takes 24 seconds to stop the bleeding, after which it can heal naturally in a non-strenuous week. 30 points of magical healing to immediately heal.

ARROW/BOLT WOUNDS

Hit — Graze. You will die in CONx2 (-1 for every additional bleeding wound) hours unless the bleeding is stopped. DC 14 Medicine check to stop the bleeding, after which it can heal naturally in a non-strenuous week. 6 points of magical healing to immediately heal.

AC+2 — Puncture. You will die in CON (-1 for every additional bleeding wound) hours unless the bleeding is stopped. DC 12 Medicine check to stop the bleeding, after which it can heal naturally in a non-strenuous week. 8 points of magical healing to immediately heal.

AC+5 — Organ. You will die in CONx6 (-10 for every additional bleeding wound) minutes unless the bleeding is stopped. DC 18 Medicine check which takes 5 minutes to stop the bleeding, after which it can heal naturally in a non-strenuous week. 20 points of magical healing to immediately heal.

AC+5 — Limb. You will die in CON (-1 for every additional bleeding wound) hours unless the bleeding is stopped. DC 20 Medicine check which takes 5 minutes to stop the bleeding, after which it can heal naturally in a non-strenuous month. 20 points of magical healing to immediately heal. Everything distal from the joint is nonfunctional until it heals.

Critical Hit — Neck, heart or brain. You will die in 30 (-6 for every additional bleeding wound) seconds unless the bleeding is stopped. DC 20 Medicine check which takes 24 seconds to stop the bleeding, after which it can heal naturally in a non-strenuous week. 30 points of magical healing to immediately heal.