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