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damage [2020/01/09 13:48] – [Death and Injury] andrewdamage [2020/03/18 15:03] – [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#death and injury|death checks]].
-dead if not stabilized within 1 minute or by +
-the end of the fight (whichever is later).+
  
  
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 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; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.+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; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
  
 Rolling 1 or 20\\ 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.+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 injury table.
  
 Damage at 0 Hit Points\\ Damage at 0 Hit Points\\
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 Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
  
-See also [[healing|HEALING AND INJURY]] for stabilization and recovery.+See also [[healing|Healing and Injury]] for stabilization and recovery rules.
  
-==== Wound Table ====+==== 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.  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. 
  
-^Roll^Injury Result+^d20^Description^Effect
-|1|A false hope, you’re dead| +|1|False Hope|The stabilization effect was unsuccessful and the target is already dead| 
-|2| Feeble: lose 1d6 STR| +|2|Feeble|Lose 1D6 STR| 
-|3 |Shaky: lose 1d6 DEX|  +|3|Shaky|Lose 1D6 DEX| 
-|4| Weak: lose 1d6 CON|  +|4|Weak|Lose 1D6 CON| 
-|5| Concussed: lose 1d6 INT|  +|5|Addled|Lose 1D6 INT| 
-|6|Depressed: lose 1d6 WIS| +|6|Confused|Lose 1D6 WIS| 
-|7|Disfigured: lose 1d6 CHA| +|7|Disfigured|Lose 1D6 CHA| 
-|8-13| Lose a body part (GM’s choice)| +|8-13|Maimed|Lose a body part. The loss could lead to one of the following permanent conditions. ([[conditions#armless|armless]], [[conditions#blinded|blinded]], [[conditions#disfigured|disfigured]], [[conditions#dumb|dumb]], [[conditions#enucleated|enucleated]], [[conditions#lame|lame]], [[conditions#maimed|maimed]], [[conditions#mauled|mauled]], [[conditions#scarred|scarred]])| 
-|14-19 |Disadvantage all checks until rest| +|14-19|Busted Up|Disadvantage to all checks until safe rest| 
-|20| Standing: instantly heal 1d8 HP| +|20|Standing |Immediately heal 1D8 HP|
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-====== Design Notes ======+
  
-//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