Robert Fisher

Just thinking out loud

Classic D&D injury table

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Roll on this table in the following circumstances:

  • When a character takes a hit bringing him to zero hit points or less.
  • Each time a character who has already been brought to zero hit points or less receives another hit.

There is no need to keep track of negative hit points. A character reduced to less than zero hit points is considered at zero hit points.

Typically, NPCs will still be considered "dead" at zero hit points. Important NPCs, however, might use the table.

Roll 2d6:

2no effect
3stunned, lose next action
4knocked down
5knocked down & stunned
6knocked out for 2d6 rounds
7broken limb bone (arm, leg, hip, shoulder, &c. DM's choice or roll randomly) 2d4+9 weeks to heal
8crush limb bone, 2d4+9 weeks to heal, but will never be 100% (exact effects up to DM)
9broken ribs (or similar injury) (what's the effect?) 2d4+9 weeks to heal
10severed limb (DMs choice or roll randomly) will die in 3d6 rounds unless tourniquet applied, wound cauterized with fire, or Cure Serious Wounds cast (CSW used for this will not restore lost hp.)
11fatal wound (gutted, stabbed through the heart, broken neck/back, &c.) die in 2d6 rounds
12instant death (decapitation or other grevious wound)

When using this alternative, the DM may want to allow hp to heal at an accellerated rate. Say, a full night's rest restores all hit points.


Upon suffering a broken/severed limb, broken ribs, or fatal wound; a character is "in shock". Each round they may make a save (type?) to attempt to overcome the shock & take some action.

When an arm is broken/severed, it cannot be used to weild a weapon or use a shield effectively.

When a log is broken/severed, the character cannot walk. (Movement rate?) If the character gets a wooden leg, their movement rate will be half(?) normal.


I had lots of ideas for making this more complex, but I want to keep it simple.

Advice from the DM: When playing with this variant, if your PC falls to zero hp but remains alive, either flee or lie still & pretend to be dead. The point is not to keep fighting until you die; the point is to have a chance to get away to fight another day. (^_~)

Of course, retreating before you have to roll on the table is even better...


What's the purpose of this?

  • This system emphasizes the abstract nature of hit points.
  • It's nice to have the chance of specific injuries rather than just: "I only have 2 hp left." or "I'm dead."
  • Unlike most critical hit systems, this system makes the game safer rather than deadlier!

Additional thoughts on the injury table
On falling
Classic D&D house rules
Classic D&D