Showing posts with label HPs. Show all posts
Showing posts with label HPs. Show all posts

Saturday, 18 June 2022

Life, Death and Bad-Ass Scars!

After hand-waving it away during the actual game session, I double checked the recovery rules after being reduced to below 0 Hit Points...

Statuses:

1) From full HPs down to even just a measly1 = Perfectly fine.
2) 0 HPs = Disabled.
3) -1 to -9 HPs = Dying.
4) -10 or less = Dead!

Definitions:

Perfectly fine: Able to do anything a character is normal capable of.
Disabled: Can only make a single 'Move' action per turn. If character takes any strenuous action like a Melee attack, they instantly lose 1 HP and fall unconscious (Dying).
Dying: Unconscious and will lose an additional 1 HP per round unless healed or stabilised.
Dead: Game over. Roll up another character unless your teammates are super kind and have access to resurrection spells.

Magical Healing:

Any magical healing (Potion or spell) will automatically stabilise the unconscious character and remove that amount of damage. If they are healed above 0 HPs, they're instantly conscious and 'Perfectly fine' again.

Skill: Heal: DC: 15 (Full round action).

Character is stabilised but remains unconscious.
After an hour of being stable, roll a D20. On a 19 or 20 they instantly recover to 0 HPs and become conscious but 'Disabled'.

Self Stabilisation:

Roll a D20. On a 19 or 20, they stabilise for an hour and won't bleed out over that time. If you roll 18 or less, they lose an additional 1 HP. Repeat this every round until they're either stabilised or dead.

After an hour roll another D20. On a 19 or 20 they start to recover and (if left unmolested in a survivable environment) will recover HPs equivalent to their level. (A 5th level character will recover 5 HPs per rest period.) If you roll 18 or less, you lose another HP. Repeat this every hour until you're healing or dead.

If you rest twice your normal amount in a 24 hour period, they double their healing rate. (A 5th level character will recover 10 HPs per double rest period.)

Scars:

Permanent scars are 'won' whenever a character drops below 0 HPs. The closer to -10, the bad-assier the scar.

Fortu and Arowe have gained several since they banded together but Liga Bur has so far avoided acquiring any more. 

In fact, the pink shirted Arowe has actually been mortally wounded three times already since this campaign began: From the centaur; Tsigan's spear-like arrow, From the War's five-foot-long (reach weapon) tusk and, most recently, from the werewolf Kane's twin short swords. Three scars on his previously perfect skin and his fancy silk shirt and pantaloons must be looking pretty worse for wear by now.

Fortu also fell to the War and (very temporarily) to Kane as well.

I think Scott's taken his characters from one defensive extreme to another...

Bastien was powerfully armoured but slow and completely incapable of climbing, jumping, swimming or riding on a floaty spider-man Drider monster. 

Liga Bur (with the aid of Mir Hundur) is the complete opposite of that and so far, so good!

Massive Damage:

Just as a deterrent for high HP characters unsuspending disbelief, D&D has a rule to prevent super tough, high level Barbarians routinely jumping off cliff-tops onto the rocks below and surviving.
If a character takes more than 50 HPs of damage in a SINGLE blow, they must make a Fortitude saving roll: DC: 15 or instantly die. 

Notes:

1) So rather than just rolling above a 10 on a D20 to stabilise, the character needs to roll a 1 in ten!

2) Most of these rules don't apply to Arowe due to his 'Periapt of Wound closure' and being an elf.

Friday, 28 May 2021

Hit Point Less

The battle is effectively done but the encounter isn't quite over.

The Three-Quarterling didn't manage to even draw his dagger and his spells were all to buff his protector but Howly certainly attacked a few of you and little Scorcion did manage to inflict one point of pincer damage to Fortu before being turned into paste.

Egrow was absent, Rifkin hid and played by the entrance and although Sir Briefadel attacked ferociously, he was never physically countered. None of them received so much as a scratch.

Arowe, Liga Bur, Mir Hundur and Fortu were possibly not so lucky, so who's injured and by how much?

Consult your character sheet notes and post your answers in the 'comments' section below...

Monday, 23 November 2020

What's the Damage Son?

 Weird leaving a battle mid-way but a probable reality of our new gaming situation.

After all the various rat bites, small and tiny, I think everyone is injured. The question is by how much?

Mir Hundur has so far avoided any rat bites but got his paws ripped up by the sharp-stoned riverbank.

(Binding his wounds reversed his hobbled effect but healed no HP damage.)

Arrow quaffed a healing draft but may still be injured.

Fortu is definitely below maximum.

Not sure if Liga Burr has been touched by the rats yet?


Can everybody please list both their full (maximum) and current HPs?

Also, did anyone fail their 'Filth fever' rat disease save? 

(I think Fortu might've but I didn't note it down,)

Night Fever

As Fortu joins his friends and the requested Triplet guards in the cobbled square outside their palatial castle rooms, several young squire...