conditions
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conditions [2019/12/28 00:54] – [Charmed] andrew | conditions [2020/01/05 03:27] – [Drained] andrew | ||
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- | ===== Blinded ===== | ||
- | A blinded creature can’t see and automatically fails any ability check that requires sight. | ||
- | Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. | ||
===== Addled ===== | ===== Addled ===== | ||
- | The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence-based | + | The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence |
- | + | ||
- | ===== Charmed ===== | + | |
- | + | ||
- | A charmed creature can’t attack the charmer | + | |
- | The charmer has advantage on any ability check to interact socially with the creature. | + | |
- | + | ||
===== Armless ===== | ===== Armless ===== | ||
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===== Asleep ===== | ===== Asleep ===== | ||
- | And character that is asleep | + | Any character that is asleep is considered to be [[# |
- | hears a loud noise or his sleep is disrupted in any other way, he will wake up, but needs one round to | + | |
- | get up and be ready to defend himself. An asleep character | + | ===== Blinded |
- | Prone. | + | A blinded |
- | Blinded | + | Attack rolls against the creature have advantage, and the creature' |
- | A blinded | + | |
- | dexterity bonus to armor class. A character who loses one eye, or can’t see out of one eye is half- | + | |
- | blinded. They are -2 to missile attack throws at medium and long range, and will be fully blind if they | + | ===== Bloodied ===== |
- | get another half-blinded status. | + | |
- | Bloodied | ||
Once a creature has lost half or more of its maximum hit points, it is considered bloodied. Being | Once a creature has lost half or more of its maximum hit points, it is considered bloodied. Being | ||
bloodied can trigger certain actions specified in the monster or talent description. | bloodied can trigger certain actions specified in the monster or talent description. | ||
- | Charmed | + | |
- | A charmed | + | ===== Charmed |
- | mean it will obey said creature. In many cases, a streetwise or influence proficiency | + | |
- | to have the charmed character do the charmer’s bidding, and even then only if they share a common | + | A charmed creature |
- | language or mode of communication. | + | The charmer has advantage on any ability |
- | Confused | + | |
+ | ===== Confused | ||
A confused character acts randomly. At the beginning of each round, 2d6 is rolled. The table below | A confused character acts randomly. At the beginning of each round, 2d6 is rolled. The table below | ||
determines the character’s behavior for that round. | determines the character’s behavior for that round. | ||
Line 55: | Line 44: | ||
(2d6) | (2d6) | ||
- | Reaction | + | ^Roll^ |
- | 2 Attack | + | |2 |Attack |
- | 3-5 Attack | + | |3-5 |Attack |
- | 6-8 Remain idle | + | |6-8|Remain idle| |
- | 9-11 Attack allies or each other | + | |9-11|Attack allies or themselves| |
- | 12 Try to flee | + | |12 |Try to flee| |
- | Dazed | + | |
+ | Confused spellcasters lose concentration. | ||
+ | |||
+ | |||
+ | ===== Cursed ===== | ||
+ | |||
+ | A cursed character finds they have awful luck doing things. They make all skill checks and attack rolls at disadvantage, | ||
+ | ===== Dazed ===== | ||
A dazed character takes no actions, but suffers no further penalties. Unless mentioned otherwise, this | A dazed character takes no actions, but suffers no further penalties. Unless mentioned otherwise, this | ||
- | effect lasts one round. | + | effect lasts one round. |
- | Deafened | + | |
- | A deafened | + | ===== Deafened |
- | Disfigured | + | |
+ | A deafened | ||
+ | |||
+ | ===== Demoralized ===== | ||
+ | A creature that has fallen into pessimism due to mistreatment or [[stress]] roll morale checks at disadvantage and any of their critical successes are treated as normal | ||
+ | ===== Disfigured | ||
A disfigured character’s body has been twisted and broken from wounds or magic. They move 10’ | A disfigured character’s body has been twisted and broken from wounds or magic. They move 10’ | ||
slower than they should, may not forced march, and suffer a -1 AC penalty from their halting gait. | slower than they should, may not forced march, and suffer a -1 AC penalty from their halting gait. | ||
- | Disoriented | + | |
- | Disoriented creatures receive a -2 penalty to saving throws | + | ===== Disoriented |
- | Dumb | + | |
- | Your lips and tongue are severed, mangled, or rendered inoperable. The victim cannot effectively | + | Disoriented creatures receive a -2 penalty to all checks |
- | speak, cast spells or use magic items involving speech, and they suffer a -4 penalty | + | |
- | Dominated | + | ===== Distracted ===== |
+ | |||
+ | Creatures distracted by nagging [[stress]] take a -2 penalty to armor class. | ||
+ | ===== Dumb ===== | ||
+ | |||
+ | Your lips and tongue are severed, mangled, or rendered inoperable. The victim cannot effectively | ||
+ | speak, cast spells or use magic items involving speech, and they suffer a disadvantage | ||
+ | |||
+ | ===== Dominated | ||
The character is under the control of another creature. It obeys the dominator unfailingly but suffers | The character is under the control of another creature. It obeys the dominator unfailingly but suffers | ||
a -1 penalty to all rolls. Unless dominated for a prolonged period of time, the master creature will | a -1 penalty to all rolls. Unless dominated for a prolonged period of time, the master creature will | ||
- | most likely not know about the dominated being’s special abilities, like spellcasting. | + | most likely not know about the dominated being’s special abilities, like spellcasting. Dominated characters may continue to concentrate on spells and effects or dismiss them at the whim of the controlling creature. |
- | Drained | + | ===== Drained |
- | A drained character suffers a -1 penalty to attack skill, saving throws, proficiency | + | |
- | attribute tests. A character can be drained several times, | + | A drained character suffers a -1 penalty to all checks and attacks. A character can be drained several times, |
- | one turn to permanent. | + | |
- | Entangled | + | ===== Encumbered ===== |
- | When a character is entangled, he moves at half speed and loses his dexterity | + | |
- | Entangled characters that try to cast a spell have to make an appropriate saving throw or the spell is | + | Items and weight are tracked in terms of |
+ | load. Each item the size of a human head or 5 | ||
+ | lbs is considered 1 load. PCs are able to carry | ||
+ | load equal to their Strength score without issue. | ||
+ | A character carrying a load over their Strength score causes them to be | ||
+ | encumbered. | ||
+ | |||
+ | Encumbered characters reduce their speed by 5’ | ||
+ | every point of load over their Strength, and forces | ||
+ | disadvantage on all checks. | ||
+ | ===== Entangled | ||
+ | |||
+ | When a character is entangled, he moves at half speed and loses his Dexterity | ||
+ | Entangled characters that try to cast a spell have to make a [[concentration|concentration check]] | ||
lost. | lost. | ||
- | Exhausted | + | ===== Exhausted |
- | Exhausted characters suffer a penalty | + | An exhausted character has one or more levels |
- | for 1 turn. | + | |
- | Fascinated | + | ===== Fascinated |
A fascinated character is entranced by an effect, often a supernatural one. He will not act as long as | A fascinated character is entranced by an effect, often a supernatural one. He will not act as long as | ||
- | the effect lasts. If he is threatened, the character is permitted an appropriate | + | the effect lasts. If he is threatened, the character is permitted an appropriate |
- | free. | + | free. A fascinated spellcaster automatically loses any spells or effects that require concentration. |
- | Helpless | + | |
- | A helpless character is paralyzed, | + | ===== Frightened ===== |
- | opponent’s mercy. A helpless target | + | |
- | ranged attacks. An enemy can use a melee weapon to deliver a coup-de-grace to a helpless foe using | + | A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear. A frightened spellcaster must make a concentration check or lose any spells or effects that require concentration. |
- | by taking | + | |
- | target. | + | ===== Grappled ===== |
- | Immobilized | + | |
- | An immobilized character cannot move from the spot, but suffers no further penalties. | + | A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. |
- | Lame | + | The condition ends if the Grappler |
- | Lame characters may only move at half their maximum speed and they lose all dexterity | + | The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by an effect or spell. |
+ | |||
+ | ===== Haunted ===== | ||
+ | |||
+ | A creature filled with dread or suffering from [[stress]] may take their Active action or Quick action each round, but not both. | ||
+ | ===== Incapacitated ===== | ||
+ | |||
+ | An incapacitated creature | ||
+ | |||
+ | ===== Invisible ===== | ||
+ | |||
+ | An invisible creature | ||
+ | Attack rolls against | ||
+ | |||
+ | |||
+ | ===== Lame ===== | ||
+ | |||
+ | Lame characters may only move at half their maximum speed and they lose all Dexterity | ||
armor class. | armor class. | ||
- | Maimed | + | |
+ | ===== Maimed | ||
A maimed character may not use a hand due to it being severed or crushed, or being rendered | A maimed character may not use a hand due to it being severed or crushed, or being rendered | ||
useless by magic. They cannot dual wield or use two-handed weapons. | useless by magic. They cannot dual wield or use two-handed weapons. | ||
- | Mauled | + | |
- | The character has been gruesomely scarred. It is impossible for them to impersonate another; +2 to | + | ===== Mauled |
- | intimidate others, | + | |
- | Panicked | + | The character has been gruesomely scarred. It is impossible for them to impersonate another. While they gain +2 to |
- | A panicked character does nothing but run away from the source of his fear taking the path of least | + | intimidate others, |
- | resistance on their initiative card. If the panicked | + | |
- | fight back against the source of their fear at a -2 penalty attack | + | ===== Pained ===== |
- | Paralyzed | + | A creature |
- | A paralyzed | + | ===== Paralyzed |
- | character is attacked, he is hit automatically. | + | |
- | Petrified | + | A paralyzed |
- | A petrified | + | The creature automatically fails Strength and Dexterity Saving Throws. |
- | remember anything | + | Attack rolls against the creature have advantage. |
- | Prone | + | Any Attack that hits the creature |
- | A prone character lies on the ground. He needs to spend one round’s worth of movement | + | |
- | again. Meanwhile, he suffers a -2 armor class penalty | + | ===== Petrified |
- | against | + | |
- | crossbows. | + | A petrified |
- | Scarred | + | The creature is incapacitated (see the condition), can’t |
+ | Attack rolls against the creature have advantage. | ||
+ | The creature automatically fails Strength and Dexterity Saving Throws. | ||
+ | The creature has Resistance to all damage. | ||
+ | The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Petrified spellcasters lose any spells or effects | ||
+ | |||
+ | ===== Poisoned ===== | ||
+ | |||
+ | A poisoned creature has disadvantage | ||
+ | |||
+ | ===== Prone ===== | ||
+ | |||
+ | A prone creature’s only Movement option is to crawl, unless it stands | ||
+ | The creature has disadvantage on Attack rolls. | ||
+ | An Attack roll against | ||
+ | ===== Restrained ===== | ||
+ | |||
+ | A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. | ||
+ | Attack rolls against | ||
+ | The creature has disadvantage on Dexterity checks. | ||
+ | |||
+ | ===== Scarred | ||
The character is severely scarred. The character is -2 to throws to impersonate another person. | The character is severely scarred. The character is -2 to throws to impersonate another person. | ||
Three scars will make the character mauled. | Three scars will make the character mauled. | ||
- | Shaken | ||
- | Shaken characters are afraid of something, but still in the fight. They suffer | + | ===== Shaken ===== |
- | rolls and a -2 on further morale checks. Shaken characters who fail a morale roll are immediately | + | |
- | Panicked. | + | |
- | Sickened | + | Shaken characters are afraid of something, but still in the fight. They suffer |
- | The character has caught a disease. He suffers | + | |
- | ability checks and proficiency checks. | + | |
- | Slowed | + | ===== Sickened |
- | A slowed | + | |
- | Staggered | + | The character has caught a disease, or is fighting off some other sort of ailment. He can only take a Move, Quick, or Active action each turn until this condition is healed. |
- | The character can only attack or move, but may not do both. Unless mentioned otherwise, this effect | + | |
- | lasts one round. | + | ===== Slowed |
- | Stunned | + | |
- | A stunned | + | A slowed |
- | a -2 armor class penalty. | + | |
- | Unconscious | + | ===== Staggered |
- | An unconscious | + | |
- | noise or light damage. An unconscious character is also considered | + | The character can only use their Active action, losing |
- | prone. | + | |
+ | |||
+ | ===== Stressed ===== | ||
+ | |||
+ | A stressed character has one or more levels of [[stress]]. | ||
+ | |||
+ | |||
+ | ===== Stunned | ||
+ | |||
+ | A stunned | ||
+ | The creature automatically fails Strength and Dexterity Saving Throws. | ||
+ | Attack rolls against the creature have advantage. | ||
+ | |||
+ | ===== Unconscious | ||
+ | |||
+ | An unconscious | ||
+ | The creature drops whatever it’s holding and falls prone. | ||
+ | The creature automatically fails Strength and Dexterity checks. | ||
+ | Attack rolls against the creature have advantage. | ||
+ | Any Attack | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ----- | ||
+ | |||
+ | ====== Design Notes ====== | ||
+ | |||
+ | I'm going to add some particular conditions to reflect maimings from going to zero hit points, as well as conditions for new spells. | ||
+ | |||
+ | I've cleaned this up. Now I just need to connect the maimings to the appropriate tables | ||
+ | Dread - May take their Active action or Quick action each round, but not both. | ||
+ | Headaches - Proficiency bonus not added to checks. | ||
+ | Pessimism - Critical successes are treated as normal rolls. |
conditions.txt · Last modified: 2020/03/12 15:10 by andrew