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rules:new-injury-table [2019-06-10 06:45] sandrarules: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'it's already very clear that an arm has been hit for example.
-attack has hit an arm, hand, foot, leg, or head. (For a PC or NPC; monsters still use their own system.)+
  
-  * 1-3: Lose what's most appropriate from arm, hand, foot, leg or eye. +  * 13: 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 comparisonhere 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 immediatelywhile 1–10 are more long-term effects. 
-location is ambiguous). Entries 1-4and 8-10were changed.+ 
 +It has the same probabilities as the classic table, whichfor comparison, is here:
  
   * 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 +  * 57: Internal injury 
-  * 8-10: Broken ribs +  * 810: Broken ribs 
-  * 11-13: Horrible scar +  * 1113: Horrible scar 
-  * 14-16: Festering wound +  * 1416: Festering wound 
-  * 17-20 Minor scar +  * 1720 Minor scar
- +
-(Any magical healing can remove anything except scars or a 1-3 result. +
-Since there's 7 out of 20 entries that give scars, and three that give +
-the more serious result, that means that there's a 50% chance of an +
-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). +
- +