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POST COMBAT DAMAGE ASSESSMENT
An experimental idea
After each significant combat is over (Judge’s Call), roll 1d4-1 times on the following table, never more rolls than party members.
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: a character’s suit of armor is degraded by 2 AC until it is repaired (Repairman Skill or visit to an armorer).
String: one character has his bow string, crossbow string or sling snapped.
Arrows: one character realizes somehow his arrow supply is down 10 arrows.
Broken Weapon: one character’s weapon is broken: wooden or wood-shaft weapon in priority. 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