damage
Differences
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damage [2020/03/18 15:09] – [Injury Table] andrew | damage [2020/07/05 17:52] (current) – dave | ||
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Any combatant that reaches 0 hit points | Any combatant that reaches 0 hit points | ||
- | is incapacitated and unable to act. They begin to make [[damage# | + | is incapacitated and unable to act. They begin to bleed out [[damage# |
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===== Death and Injury ===== | ===== Death and Injury ===== | ||
- | Whenever you start your turn with 0 hit points, you must make a special check, called a death check, to determine whether | + | Whenever you reach 0 hit points, you enter the death countdown. |
- | 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; | ||
- | | + | * **Stabilizing a Creature**: The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, |
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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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* **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. | * **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. |
damage.1584544167.txt.gz · Last modified: 2020/03/18 15:09 by andrew