Speed Rules

In order to keep combat moving and not get bogged down, we have the following combat rules:   1. Roll to hit and role for damage at the same time.   2. A maximum of two questions be asked of the DM to explain the situation or potential results   3. Players have a 30 second time limit to make a decision, if they fail to make a decision when the timer is up, they use a default attack or take the dodge action.  

Grevious wounds

When a player falls unconscious as a result of being reduced to 0 hp, they have to roll 2d6. Based on the roll, they receive a status condition until they take a long rest in a safe area. If they roll two natural ones, they roll one more d6 to determine a longer lasting wound.   Along with this, when a player regains consciousness after being knocked out, they are stunned for one turn.
2D6 Grievous Wound   3 Internal Bleeding*. You have suffered an internal hemorrhage and bruising. Your hit point maximum is halved.   4 Concussion. You have received a minor concussion and struggle to focus on complicated tasks. You gain the dazed condition.   5 Laceration. You have taken a deep injury which you are bleeding from. You gain the bleeding condition.   6 Deep Wound*. You have taken a blow that under different circumstances would kill most humanoids. When you are reduced to 0 hit points, you start with an additional failed death saving throw.   7 Battered*. Your muscles ache and you have had the wind knocked out of you. You gain a level of exhaustion.   8 Sprained Wrist*. You have badly sprained your wrist, unable to use it effectively. You are unable to hold objects in one of your hands and you cannot take actions that require that arm.   9 Damaged Eardrum. You have suffered a blow to the head and your hearing has been impaired. You gain the deafened condition.   10 System Shock. You have suffered a severe nervous system shock. You have disadvantage in Dexterity checks to determine initiative.   11 Sprained Ankle*. You have badly sprained your ankle, unable to use it effectively. Your speed on foot is halved and you cannot take the dash action. If you receive this result a second time your speed on foot becomes 0.   12 Close Call*. You narrowly miss an otherwise dangerous blow. Instead of being reduced to 0 hit points, you fall to 1 hit point instead, and become prone.