Do you go to the dungeon?

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rules:hit-points-and-damage [2019-05-13 22:42] – created sandrarules:hit-points-and-damage [2020-10-24 11:52] (current) – [Pretties edition] sandra
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-====== Hit Points Damage ======+====== Hit PointsDamage, Injuries and Wounds ======
  
 //(OK maybe not drop three tabs next time Sandra! Two is more than enough #LSD)// //(OK maybe not drop three tabs next time Sandra! Two is more than enough #LSD)//
  
-So being hit threatens getting some damages like DSFs //(Death Save Failures)// & lingering injuries. You kind of don't want these. You want to be healthy & living.+So being hit means getting some damages like DSFs //(Death Save Failures)// & lingering injuries. You kind of don't want these. You want to be healthy & living.
  
 Luckily you have something called Hit Points that you can spend to negate a hit! Luckily you have something called Hit Points that you can spend to negate a hit!
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 The price is double if you have vulnerability to that damage type, or halved if you're resistant. It's free if you're immune! Talk about discount! The price is double if you have vulnerability to that damage type, or halved if you're resistant. It's free if you're immune! Talk about discount!
  
 +===== Danger, Danger =====
  
 +Monster attacks can inflict:
 +
 +  * outright death
 +  * death save failures
 +  * death save rolls
 +  * injury rolls
 +  * wounds
 +  * bloody cuts
 +  * other effects (such as a ghoul's paralyze, a crocodile's grapple, a wight's life drain)
 +
 +Sometimes you can spend HP to avoid these, sometimes you also need to make a save, spend actions etc.
 +There are "messy" effects (such as a crocodile's bite among other things) that can't be avoided with HP. That's just an ability those monsters now have!
 +
 +==== WTF is a Wound? ====
 +
 +For each wound you have, you lose 1 max HP every day.
 +
 +**Any magical healing heals all open wounds.** The "Healer" feat can also heal wounds (unlike other injuries).
 +
 +Otherwise, someone tending to the wound can heal it non-magically but it takes **ten successes** (the person tending the wound making DC 15 wisdom checks); the successes don't have to be in a row but you can only try once per day per victim.
 +
 +Any failure means the wound turns into a festering wound. That doesn't reset the success count or anything, the **only** difference is that the "Healer" feat doesn't work anymore. That's right. One obscure little feat is all the difference between a festering wound and a normal wound.
 +
 +==== WTF is a Bloody Cut? ====
 +
 +[[weapon-maneuvers#scimitar|Scimitars can inflict these kinds of cuts.]] For each bloody cut you have, you lose 1d6 slashing hp at the beginning of your turn. Magical healing stops the wound as does a DC 10 wisdom check taken by anyone. So they are much easier to fix than other wound types but also much more urgent.
 +
 +==== Table of Woes ====
 +
 +^Type^Effect^How to get^How to fix^
 +|Lost limb or eye|Various|Injury roll //(1–3//)|//Regenerate// spell|
 +|Scar|Adv or Disad on Cha unless minor|Injury roll //(4–10)//|//Heal// or //Regenerate// spell|
 +|Broken bone or swollen eye|Impaired, various|Injury roll //(11–14)//|Any cure magic|
 +|Internal injury or broken ribs|Must make con saves to make combat actions|Injury roll //(12–17)//|Any cure magic, or rest for 10 days|
 +|Festering Wound|Lose 1 max hp per day|Injury roll //(18–20)// or fail tend check on wound|any cure magic, or tend success 10 times|
 +|Wound|Lose 1 max hp per day|Getting hurt diegetically, hit by "messy" monster ability|"Healer" feat, any cure magic, or tend success 10 times. At first failure it turns festering|
 +|Bloody cut|Lose 6 current hp //[slashing]// per turn|Scimitar ability|"Healer" feat, any cure magic, or a one-action DC 10 wis check|
 +
 +More serious injuries are also accompanied by DSFs, passing out, or dying.
 +
 +==== Pretties edition ====
 +
 +Here is why it matters where you swing.
 +
 +You can attack the monster's weapon instead of attacking the monster. The monster defends with strexterity instead of AC. If the weapon remains near the monster at the start of their turn they can usually just pick it up for free as long as they have a speed higher than zero, so act quickly once you've disarmed them!
 +
 +You can also use the scimitar ability or any other [[weapon maneuvers|weapon maneuver]] if you're proficient&wielding the appropriate weapon.
 +
 +Beyond those two, any critical hit connects! And has a one-time effect depending on the target area.
 +
 +^Target area^Effect^
 +|Legs, wings|Monster can't move next round|
 +|Arms, spikes etc|Monster attacks with disad next attack|
 +|Neck, head. Also: plates, armor, other protective features|Next attack on monster has adv|
 +|Vague torso|No effect|
 +|Specific part of torso (back, waist etc)|Adjudication what's best from above three effects|
 +|Forgot to describe|No effect, or weapon sticks or breaks|