damage
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damage [2020/01/09 13:47] – [Death and Injury] andrew | damage [2020/03/18 15:07] – [Death and Injury] andrew | ||
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====== Damage ====== | ====== Damage ====== | ||
Any combatant that reaches 0 hit points | Any combatant that reaches 0 hit points | ||
- | is incapacitated and unable to act. They’re | + | is incapacitated and unable to act. They begin to make [[damage# |
- | dead if not stabilized within 1 minute or by | + | |
- | the end of the fight (whichever is later). | + | |
Line 48: | Line 48: | ||
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. | 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. | ||
- | 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 (see below). On your third failure, you die. The successes and failures don't need to be consecutive; | + | 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 |
- | + | ||
- | Rolling 1 or 20\\ | + | |
- | When you make a death saving throw 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. | + | |
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- | 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. | + | |
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- | Stabilizing a Creature\\ | + | |
- | The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, | + | |
- | + | ||
- | You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful Medicine check. | + | |
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- | A stable creature doesn' | + | |
- | + | ||
- | Monsters and Death\\ | + | |
- | Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. | + | |
- | Mighty villains | + | * **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# |
+ | |||
+ | * **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. | ||
- | See also [[healing|HEALING AND INJURY]] for stabilization | + | * **Stabilizing a Creature**: The best way to save a creature with 0 hit points is to heal it. If healing |
- | ==== Wound Table ==== | + | * **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. |
- | Once a character is stabilized, roll on this table to determine any permanent wounds were inflicted. | + | See also [[healing|Healing and Injury]] for stabilization and recovery rules. |
- | ^Roll^Injury | + | ==== Injury |
- | |1|A false hope, you’re dead| | + | |
- | |2| Feeble: lose 1d6 STR| | + | |
- | |3 |Shaky: lose 1d6 DEX| | + | |
- | |4| Weak: lose 1d6 CON| | + | |
- | |5| Concussed: lose 1d6 INT| | + | |
- | |6|Depressed: | + | |
- | |7|Disfigured: | + | |
- | |8-13| Lose a body part (GM’s choice)| | + | |
- | |14-19 |Disadvantage all checks until rest| | + | |
- | |20| Standing: instantly heal 1d8 HP| | + | |
+ | 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. | ||
- | ====== Design Notes ====== | + | ^d20^Description^Effect^ |
+ | |1|False Hope|The stabilization effect was unsuccessful and the target is already dead| | ||
+ | |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. ([[conditions# | ||
+ | |14-19|Busted Up|Disadvantage to all checks until safe rest| | ||
+ | |20|Standing |Immediately heal 1D8 HP| | ||
- | //Copied from 5TD. Should we put death saves back in? The way it is here, it is REALLY hard to kill a PC. // | ||
- | **It's really hard, unless no one is able to stabilize them. We could put a stricter time limit, rather than death saves. Maybe 5 turns?** | ||
- | //Yes, I suppose you are right about stabilization. I still kind of like the death saves from 5E, though. It keeps PCs who are more or less out of the fight engaged, and it allows bad guys to deliver the coup-de-grace for added assholery. With a 5/10 round timer there is no way to adjudicate that. --AHS// |
damage.txt · Last modified: 2020/07/05 17:52 by dave