=====POST COMBAT DAMAGE ASSESSMENT===== An experimental idea After each significant combat is over (Judge’s Call), roll once on the following table. |1d20 Roll |Effect| |1 |Broken Bone| |2-3 |Bleeder| |4-5 |Broken Armor| |6-7 |String| |8-9 |Arrows| |10-13 |Broken Weapon| |14 |Lost Item| |15-16 |Bonus| |17-19 |Just a Scratch| |20 |Victor’s Vitality| **Broken Bone:** one character has a broken Arm (50%) or a Broken Leg (50%).\\ **Bleeder**: one character’s wound is steadily bleeding, losing 1 Hp per turn until death or staunch. Such a wound can be staunched by Magic Healing of any kind, a successful First Aid skill roll, or a Hard (1d100) Wisdom check. Only one attempt may be made per turn\\ **Broken Armor**: each character rolls 1d6, if he rolls 5+, his suit of armor is degraded by 2 AC until it is repaired (Repairman Skill or visit to an armorer). Magic armor immune.\\ **String**: each character rolls 1d6, if he rolls 5+, he has his bow string, crossbow string or sling snapped.\\ **Arrows**: each character realizes somehow his ammunition supply is down 10 arrows.\\ **Broken Weapon**: each character rolls 1d6 for each weapon used in the fight. The weapon will be damaged if sword, dagger, great sword or mace on a 6, any other weapon on a 4+. Magic weapons immune. A Repairman Skill roll will fix it.\\ **Lost Item:** one character realizes he has lost one item at random. It won’t be armor worn, shield or weapon used in the fight.\\ **Bonus:** roll one extra level-appropriate treasure, found in unexpected place\\ **Just a Scratch:** one character has taken half as much damage as he thought.\\ **Victor’s Vitality:** all characters and henchmen in the party healed 1d6 from exhilaration\\