Do you go to the dungeon?

**This is an old revision of the document!**

Hit Points, Damage, Injuries and Wounds

(OK maybe not drop three tabs next time Sandra! Two is more than enough #LSD)

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!

Each damage is associated with a cost to avoid it, block it, or otherwise negate it!

Example

The skeleton hits you (you fail a defense roll 1d20 + 2 = 6 vs the skeleton's attacks' DC 14) for 5-damage.

Oh no, a 5-damage! You have to pay 5 hit points to avoid it!

If paying that takes you to your wound threshold or below, you will get hurt, and if it takes you to zero you might start dying!

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
  • other special 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.

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.