damage
Differences
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damage [2020/01/08 03:55] – created andrew | damage [2020/07/05 17:47] – dave | ||
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- | ====== Damage ====== | ||
+ | ====== Damage ====== | ||
+ | |||
+ | Any combatant that reaches 0 hit points | ||
+ | is incapacitated and unable to act. They begin to bleed out [[damage# | ||
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There are thirteen damage types | There are thirteen damage types | ||
+ | This group represents damage done by weapons and mundane venom | ||
* Slashing | * Slashing | ||
* Piercing | * Piercing | ||
* Bludgeoning | * Bludgeoning | ||
+ | * Poison | ||
+ | |||
+ | This group represents the elemental damage done by earth, air, fire, and water | ||
* Acid | * Acid | ||
+ | * Lightning | ||
* Fire | * Fire | ||
* Cold | * Cold | ||
- | * Lightning | + | |
- | * Poison | + | This group represents the two poles of angelic and demonic damage |
* Radiant | * Radiant | ||
* Necrotic | * Necrotic | ||
+ | |||
+ | |||
+ | This final group represents magical energies | ||
* Thunder | * Thunder | ||
* Force | * Force | ||
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===== Death and Injury ===== | ===== Death and Injury ===== | ||
- | ^Roll^Injury | + | Whenever you start your turn with 0 hit points, you must make a special check, called a death check, to determine whether you creep closer to death or hang onto life. Unlike other checks, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a generic check. |
- | |1|A false hope, you’re | + | |
- | |2| Feeble: lose 1d6 STR| | + | Roll a d20. If the roll is 11 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable and must roll on the injury table (see below). On your third failure, you die. The successes and failures don't need to be consecutive; |
- | |3 |Shaky: lose 1d6 DEX| | + | |
- | |4| Weak: lose 1d6 CON| | + | * **Rolling 1 or 20**: When you make a death check and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point and you do not have to make a roll on the [[damage# |
- | |5| Concussed: lose 1d6 INT| | + | |
- | |6|Depressed: lose 1d6 WIS| | + | * **Damage at 0 Hit Points**: If you take any damage while you have 0 hit points, you suffer a death check failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. |
- | |7|Disfigured: lose 1d6 CHA| | + | |
- | |8-13| Lose a body part (GM’s choice)| | + | * **Stabilizing a Creature**: The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, |
- | 14-19 |Disadvantage all checks until rest| | + | |
- | 20| Standing: instantly | + | * **Monsters and Death**: Most GMs have monsters and NPCs die the instant it drops to 0 hit points, rather than having it fall unconscious and make death checks. Mighty villains and special NPCs are common exceptions. The GM might have them fall unconscious and follow the same rules as player characters. |
+ | |||
+ | See also [[healing|Healing and Injury]] for stabilization and recovery rules. | ||
+ | |||
+ | ==== Injury Table ==== | ||
+ | |||
+ | Once a character is stabilized, roll on this table to determine any lasting wounds were inflicted by the blows that knocked them to zero hit points. These effects last until they are mitigated using the rules found in the [[healing|recovery rules]]. | ||
+ | |||
+ | ^d20^Description^Effect^ | ||
+ | |1|False Hope|The stabilization effect was unsuccessful and the target is already | ||
+ | |2|Feeble|Lose 1D6 STR| | ||
+ | |3|Shaky|Lose 1D6 DEX| | ||
+ | |4|Weak|Lose 1D6 CON| | ||
+ | |5|Addled|Lose 1D6 INT| | ||
+ | |6|Confused|Lose 1D6 WIS| | ||
+ | |7|Disfigured|Lose 1D6 CHA| | ||
+ | |8-13|Maimed|Lose a body part. The loss could lead to one of the following permanent conditions. | ||
+ | |14-19|Busted Up|Disadvantage | ||
+ | |20|Standing | ||
damage.txt · Last modified: 2020/07/05 17:52 by dave