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rules:new-injury-table [2019-06-10 06:43] – created sandra | rules:new-injury-table [2019-06-11 05:05] – sandra | ||
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====== New Injury Table ====== | ====== New Injury Table ====== | ||
- | Here's a new lingering injury table for it's already clear that the | + | Here's a new lingering injury table since with the increased diegetic detail, sometime' |
- | attack is gonna hit an arm, hand, foot, leg, or head. | + | |
- | * 1-3: Lose what's most appropriate from arm, hand, foot, leg or eye. | + | * 1–3: Lose what's most appropriate from arm, hand, foot, leg or eye. (If random: 1: eye, 2: arm, 3: leg.) |
- | * 4 and 8-10: Broken bone or swollen eye. Function is temporarily lost as above, but any magical healing restores it. A swollen eye heals up in 24h. | + | * 4–6: Horrible scar |
- | * 5-7: Internal injury | + | * 7–10 Minor scar |
- | * 11-13: Horrible scar | + | * 11–14: Broken bone or swollen eye. Function is temporarily lost as above, but any magical healing restores it. A swollen eye heals up in 24h. (If random: 11: limp, 12–14: broken ribs.) |
- | * 14-16: Festering wound | + | * 15–17: Internal injury |
- | * 17-20 Minor scar | + | * 18–20: Festering wound |
- | By comparison, here is the classic table (still good for when the hit | + | It's also re-ordered so that any 11 or higher means magical healing can fix you right up immediately, while 1–10 are more long-term effects. |
- | location is ambiguous). Entries 1-4, and 8-10, were changed. | + | |
+ | It has the same probabilities as the classic table, | ||
* 1: Lose an eye. | * 1: Lose an eye. | ||
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* 3: Lose a foot or a leg. | * 3: Lose a foot or a leg. | ||
* 4: Limp. | * 4: Limp. | ||
- | * 5-7: Internal injury | + | * 5–7: Internal injury |
- | * 8-10: Broken ribs | + | * 8–10: Broken ribs |
- | * 11-13: Horrible scar | + | * 11–13: Horrible scar |
- | * 14-16: Festering wound | + | * 14–16: Festering wound |
- | * 17-20 Minor scar | + | * 17–20 Minor scar |
- | + | ||
- | (Any magical healing can remove anything except scars or a 1-3 result. | + | |
- | Since there' | + | |
- | the more serious result, that means that there' | + | |
- | injury that magical healing can easily treat, on both the classic and | + | |
- | the new table.) | + | |
- | + | ||
- | For a torso hit, the biggest problem is that you might get some DSFs, | + | |
- | but as far as injuries go (in addition to the DSFs), usually | + | |
- | [[injuries-and-wounds|plain wounds]] are enough but if injury roll is | + | |
- | called for, we can use the classic table but instead of a d20, it's | + | |
- | two rolls: a d6+4 (giving you internal injury or broken ribs) and a | + | |
- | d10+10 (giving you a scar or a festering wound). | + | |
- | + |