Do you go to the dungeon?

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rules:wound-threshold [2020-02-01 10:36] sandrarules:wound-threshold [2020-02-01 11:03] sandra
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 ====== Injury Threshold ====== ====== Injury Threshold ======
  
-Injury Threshold for player characters is going back to being an optional thing and I expect most players to _not_ use it. It made the fights a little bit too complicated.+Injury Threshold for player characters is going back to being an optional thing and I expect most players to //not// use it. It's 100% optional complexity and no longer something anyone //has// to deal with.
  
 The default injury threshold is now **zero** so if you don't read this page, it works exactly as normal: you go down when you hit zero. The default injury threshold is now **zero** so if you don't read this page, it works exactly as normal: you go down when you hit zero.
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 ===== Standard Rules 0 ===== ===== Standard Rules 0 =====
  
-HP is all fencing around and fun and games until somebody loses all of itand a real "hit" is recorded at 0 HP.+HP is all fencing around and fun and games until somebody can't pay anymorewhich means a real "hit" is recorded.
  
 {{https://idiomdrottning.org/current-linger.png}} {{https://idiomdrottning.org/current-linger.png}}
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 With our rules, you feint the same second you get your leg chopped off. With our rules, you feint the same second you get your leg chopped off.
  
-The same goes for the pretties, they're unhurt & happy & healthy until they go to 0.+The same goes for the pretties, they're unhurt & happy & healthy until they have 0.
  
 ==== Exceptions ==== ==== Exceptions ====
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 And of course when a pretty or other non-player-character goes to zero, the DM can choose to not roll death saves and instead have them die right away. That's up to the DM. And of course when a pretty or other non-player-character goes to zero, the DM can choose to not roll death saves and instead have them die right away. That's up to the DM.
  
-===== With Injury Threshold  =====+===== With an Injury Threshold  =====
  
 The new rule separates the injuring hit from the hit that makes you faint. You take the injury when you hit your injury threshold. The new rule separates the injuring hit from the hit that makes you faint. You take the injury when you hit your injury threshold.
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 If you do take a hit without fainting, you get 1 insp. You get it in time to use on the lingering injuries roll, but you don't have to use it for that, you could also use it for other things such as striking back at your foe (adrenaline rush!) or creating drama. If you do take a hit without fainting, you get 1 insp. You get it in time to use on the lingering injuries roll, but you don't have to use it for that, you could also use it for other things such as striking back at your foe (adrenaline rush!) or creating drama.
  
-Here is an example with injury threshold of 3.+Here is an example with an injury threshold of 3.
  
 {{https://idiomdrottning.org/insp-linger.png}} {{https://idiomdrottning.org/insp-linger.png}}
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 But you can choose any injury threshold, as long as it's strictly lower than your max HP, at character creation or at level up. (When you level up you might lower or increase it as you wish.) However, you need to keep track of it. It's mandatory --- when you go down to your injury threshold you have take the insp+injury, it's not an optional deal. But you can choose any injury threshold, as long as it's strictly lower than your max HP, at character creation or at level up. (When you level up you might lower or increase it as you wish.) However, you need to keep track of it. It's mandatory --- when you go down to your injury threshold you have take the insp+injury, it's not an optional deal.
  
-The best way to keep track of it is to divide your HP into two boxes. Let's say you have 24 total HP. You could select 12 in one box and 12 in the other box.+**The best way to keep track of it is to divide your HP into two boxes.** Let's say you have 24 total HP. You could write 12 in one box and 12 in the other box.
  
-A recommended amount (PHB page 197) is half your HP.+A recommended threshold (PHB page 197) is half your HP.
  
 ===== Benefits of a high injury threshold ===== ===== Benefits of a high injury threshold =====
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   * With a low injury threshold (such as zero), if you go down, get up again, go down, get up again --- that's a lot of lingering injuries. With a high injury threshold you're not at risk of getting a new lingering injury until you've been healed to above your original injury threshold.   * With a low injury threshold (such as zero), if you go down, get up again, go down, get up again --- that's a lot of lingering injuries. With a high injury threshold you're not at risk of getting a new lingering injury until you've been healed to above your original injury threshold.
   * **Most important:** you get to look brutal af if you take a hit and still stand up and fight!   * **Most important:** you get to look brutal af if you take a hit and still stand up and fight!
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