Maiming rules showcase and review
One of the many things that sets Ælsif (this can also be written as Aelsif when you're feeling lazy) apart from other Dungeons and Dragons 3.5 settings (besides its grimdark industrial fantasy, black comedy and bathos), is its rule modifications. And among those is its interpretation of hitpoints as representing physical resilience instead of invisible luck-magic. So, for Ælsif, I'm trying to write up optional maiming rules since that's a realistic thing that might happen despite a character being able to survive the El Fusilado treatment, an arm ripped off is still an arm ripped off. So, I changed the rules relating to massive damage and knockouts to represent maiming injuries.
Rules:
Massive damage triggers when an injury is received equal to twice your hit dice (so a 5th-level character taking 10 damage or more would receive massive damage). This triggers the dying status and is maimed. Dying status inflicts 1hp/round, stacks, 1% chance to stabilize, cured only by a heal check with a DC of 10 - Remaining HP (so at 5hp, it's 5 and at -5 it's 15) or lesser restoration. This is also triggered when a character is reduced to 0hp or lower directly by a wound (not by poison, dying or other effects), and if a single attack is both massive damage and reduces a character to 0hp or lower, it inflicts two stacks of dying and two of the same exact same maiming effect. Every wound that is inflicted upon a dying character causes another stack of dying, but doesn't maim unless it counts as massive damage.
When a character is maimed by a non-critical hit, roll 1d6 to determine the effect. If the attack is a critical hit, it is either a chest or head wound, the latter of which bypasses the armour DR of enemies without helmets (as criticals do by default) and is different.
1-2: Arm crippled, preventing one arm from being used. This lasts one week and can be cured with restoration. If the arm is already crippled, it is instead permanently dismembered, which can only be cured using regenerate. The closer arm is the arm crippled, and if both are equally exposed than a 1 strikes the off arm and a 2 strikes the main arm.
3-4: Leg crippled, preventing the affected character from running and reducing their speed to that of a character under a heavy load. This lasts one week and can be cured with restoration. If the leg is already crippled, it is instead permanently dismembered, which can only be cured using regenerate and additionally prevents a character from standing, making movement a full-round action. Both legs being crippled causes a character to become overburdened. The closer leg is the leg crippled, and if both are equally exposed than a 3 strikes the left leg and a 4 strikes the right leg.
5. A wound is inflicted to a character's vital organs, inflicting 4 points of ability damage. Roll 1d3 to determine if this is dealt to strength, dexterity or constitution.
6. Roll twice and combine.
Chest wound:
A wound is inflicted to the character's most vital organs in the middle of their chest, inflicting ability drain. Roll 1d3 twice to determine the affected attributes. On 1 drain 4 strength, on 2 drain 4 dexterity, on 3 drain 4 constitution. Choosing this forfeits a critical hit's ability to bypass DR from armour.
Head wounds:
A wound is inflicted to the character's brain, inflicting ability drain. Roll 1d6 twice to determine the affected attributes. On 1 drain 4 strength, on 2 drain 4 dexterity, on 3 drain 4 constitution, on 4 drain 4 intelligence, on 5 drain 4 faith*, on 6 drain charisma.
*In any other setting, that would be wisdom.
So, in translation, any serious enough wound can leave a character seriously impaired and bleeding, and if untreated that bleeding is likely to be fatal.
Rules:
Massive damage triggers when an injury is received equal to twice your hit dice (so a 5th-level character taking 10 damage or more would receive massive damage). This triggers the dying status and is maimed. Dying status inflicts 1hp/round, stacks, 1% chance to stabilize, cured only by a heal check with a DC of 10 - Remaining HP (so at 5hp, it's 5 and at -5 it's 15) or lesser restoration. This is also triggered when a character is reduced to 0hp or lower directly by a wound (not by poison, dying or other effects), and if a single attack is both massive damage and reduces a character to 0hp or lower, it inflicts two stacks of dying and two of the same exact same maiming effect. Every wound that is inflicted upon a dying character causes another stack of dying, but doesn't maim unless it counts as massive damage.
When a character is maimed by a non-critical hit, roll 1d6 to determine the effect. If the attack is a critical hit, it is either a chest or head wound, the latter of which bypasses the armour DR of enemies without helmets (as criticals do by default) and is different.
1-2: Arm crippled, preventing one arm from being used. This lasts one week and can be cured with restoration. If the arm is already crippled, it is instead permanently dismembered, which can only be cured using regenerate. The closer arm is the arm crippled, and if both are equally exposed than a 1 strikes the off arm and a 2 strikes the main arm.
3-4: Leg crippled, preventing the affected character from running and reducing their speed to that of a character under a heavy load. This lasts one week and can be cured with restoration. If the leg is already crippled, it is instead permanently dismembered, which can only be cured using regenerate and additionally prevents a character from standing, making movement a full-round action. Both legs being crippled causes a character to become overburdened. The closer leg is the leg crippled, and if both are equally exposed than a 3 strikes the left leg and a 4 strikes the right leg.
5. A wound is inflicted to a character's vital organs, inflicting 4 points of ability damage. Roll 1d3 to determine if this is dealt to strength, dexterity or constitution.
6. Roll twice and combine.
Chest wound:
A wound is inflicted to the character's most vital organs in the middle of their chest, inflicting ability drain. Roll 1d3 twice to determine the affected attributes. On 1 drain 4 strength, on 2 drain 4 dexterity, on 3 drain 4 constitution. Choosing this forfeits a critical hit's ability to bypass DR from armour.
Head wounds:
A wound is inflicted to the character's brain, inflicting ability drain. Roll 1d6 twice to determine the affected attributes. On 1 drain 4 strength, on 2 drain 4 dexterity, on 3 drain 4 constitution, on 4 drain 4 intelligence, on 5 drain 4 faith*, on 6 drain charisma.
*In any other setting, that would be wisdom.
So, in translation, any serious enough wound can leave a character seriously impaired and bleeding, and if untreated that bleeding is likely to be fatal.