Site icon Melestrua's Musings

D&D Disability – mechanics for basic lower-limb prosthetics

Woman on crutches, by Ahmed akacha on Pexels

Woman on crutches, by Ahmed akacha on Pexels

This is part of the series on representing disability in D&D.

In my previous post, I introduced Meurtle to the Domenechs, describing what it might be like getting his first prosthetic consultation (based on descriptions by amputees Jamie Andrews and Harry Parker). Now to turn the story into mechanics.

I have tried to think through appropriate impacts and effects with and without prosthetics, based on descriptions in the references (see end) and application of physics/engineering, but I don’t have personal experience or know anyone who does. So I would welcome people trying these mechanics out and giving feedback, particularly those who know what it is like living with a prosthetic leg (or two).

Like most of this site, these mechanics are licensed under Creative Commons licence CC BY-NC-SA 4.0. They can be freely shared and modified as long as I am attributed, they are not used commercially, and any modifications are shared similarly.

In developing these mechanics, I am trying to remember this statement from The Combat Wheelchair:

Remember: The Combat Wheelchair does not give a disabled character any kind of ‘advantage’ over the able-bodied characters in their party. It merely enables a disabled character to continue adventuring. You should not be punished for something you can’t help. To be punished for having a disability is cruel.

Anyone can be a hero.

Introduction to The Combat Wheelchair by Sara Thompson @mustangsart

Also the following from DnDDisability:

It’s very important to me when creating disability mechanics that nothing is worded in a negative way. I won’t use words like “severity” or “penalty” – we are not and never should be penalized for a disability. Word choice is so important when it comes to disability content…

@DnDDisability on Twitter

Principles

I am trying to work to the following guiding principles in my development:

There certain impacts of disability which are gritty but not necessarily heroic or interesting and may bog down the game, so these will be deferred to optional additional rules. These include the observations at the end of my previous post:

This post considers the impact of missing parts of legs, and some high-quality basic prosthetic legs. Future posts will expand these to include advanced features, adding and removing prosthetics and complications.

Movement types

These rules consider some different ways of moving. Here are mechanics for these.

Crawling

Crawling is half speed and the character is prone (see PHB p182)

Hopping

Hopping reduces base movement speed to 10’

Photo by Documerica on Unsplash

For example, Meurtle has CON 13 (+1). He can hop for 6 minutes before risking getting exhausted. After the 7th minute, he must make a DC11 CON Saving Throw or gain a level of exhaustion. After the 8th minute, he must make another CON Saving Throw, this time with DC12, and so on.

After hopping for 8 minutes, he needs 4 minutes rest. If he starts hopping again before this, he will need to make a DC13 CON saving throw the next minute. If he gets the full rest, he can hop for another 6 minutes before he needs to start making saving throws.

Moving with crutches

Moving with crutches reduces base movement speed to 10’. Normal movement doesn’t risk exhaustion, but every minute of dashing risks exhaustion in the same way as hopping at normal speed.

Baseline for different leg amputation scenarios

Here is an attempt at mechanics for different scenarios which represent the base state unaided.

Missing foot

It is possible to walk if all you are missing is your foot or part of a foot. You would have enough of a leg that you could use your stump for support without becoming too uneven.

The foot is used to balance, so you would be less stable, and you would probably be slower.

Missing both feet

Missing both feet is  significantly different from just missing one foot. The foot is used for stability, so without any feet you would be much less stable. The foot and ankle are also used for jumping.

Missing an equal part of both legs

If you are missing an equal part of both legs, at least you are still balanced, so in many ways this is functionally equivalent to just missing both feet above. Your speed will be impacted by the amount of leg you are missing.

Missing part of one leg

Once you’ve lost a significant portion of your leg, moving around on both legs becomes harder because you are unbalanced (literally) – your legs are different lengths so don’t both naturally meet the ground together (unless you have a similar amount missing from both legs – see above).

Missing unequal parts of both legs

Missing part of one leg is one thing, but without part of both legs you no longer even have a foot to help you balance or jump.

Quality prosthetics

The Domenechs produce quality prosthetics which give the best results possible, are durable, and have the least side-effects. A future post will look at the downsides of cheaper models.

Domenech’s Walking Foot

Artificial right leg for amputation below knee, 1851-1920
From the Science Museum

Suitable for: missing foot

Indicative cost: 20gp

Description: a wooden foot with strapping which stretches up the lower leg attaching it securely. Clever springs incorporated into the ankle give a level of natural movement and jumping ability.

Effect: changes the impact of missing feet to:

Domenech’s Booted Foot

Suitable for: missing foot

Indicative cost: 30gp+

Description: similar to the walking foot, but the strapping is incorporated into a fine leather boot; comes with matching boot for the other leg.

Domenech’s Peg Leg

Pin leg, for below-knee amputation, probably English, 1900-1930
From the Science Museum

Below Knee

Suitable for: missing leg below knee

Indicative cost: 30gp

Description: a beautiful turned and polished wooden pole attached to a shaped leather socket for the stump, with a laced leather wrapping attached to the socket with three leather straps which go either side of and behind the knee; this laced wrapping grips the thigh. Can have an additional strap which goes over the shoulder for additional security.

Above Knee (Leather Socket)

Artificial leg (probably above-knee)
From the Science Museum

Suitable for: missing leg above knee

Indicative cost: 25gp

Description: a beautiful turned and polished wooden pole attached to a shaped leather socket, with a laced upper section which helps it grip the thigh above the stump. Can have an additional strap which goes over the shoulder for additional security.

Above Knee (Wooden Socket)

Wooden leg for amputation above knee, 1861-1920
From the Science Museum

Suitable for: missing leg above knee

Indicative cost: 35gp

Description: a beautiful turned and polished wooden pole attached to a shaped wooden socket. Can have an additional strap which goes over the shoulder for additional security.

Effect (Below and Above Knee)

Effect (single): changes the impact of a missing leg (below or above knee) to:

Effect (pair): changes the impact of two missing legs (below or above knee) to:

Domenech’s Walking Leg (Below Knee)

Suitable for: missing leg below knee

Indicative cost: 40gp

Description: a shaped wooden foot and calf culminating in a shaped socket for the stump, with a laced leather wrapping attached to the socket with three leather straps which go either side of and behind the knee; this laced wrapping grips the thigh to for extra security. Clever springs incorporated into the ankle give a level of natural movement and jumping ability. Can have an additional strap which goes over the shoulder for additional security.

Effect: changes the impact of a single missing leg (below knee) to:

Domenech’s Walking Leg (Above Knee)

Artificial leg for amputation above left knee, 1901-1919
From the Science Museum

Suitable for: missing leg above knee

Indicative cost: 50gp

Description: shaped wooden foot, calf, knee and lower thigh, culminating in a shaped socket, with a laced upper section which helps it grip the thigh above the stump. Has a hinge in the knee which can be released to fold when sitting, or can be locked straight for walking. Can have an additional strap which goes over the shoulder for additional security.

Effect (single): changes the impact of a single missing leg (above knee) to:

Effect (pair): changes the impact of two missing legs (above knee) to:

Notes

As I said at the top, I have tried to think through appropriate impacts and effects with and without prosthetics based on descriptions in the references and application of physics/engineering, but I don’t have personal experience or know anyone who does. So I would welcome people trying these mechanics out, particularly those who know what it is like living with a prosthetic leg, and giving feedback. You can get in touch in replies to this post, by Twitter to @Melestrua, or email to Melestrua@melestrua.net

References

Key reading which has informed this:

Exit mobile version