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<blockquote data-quote="Szatany" data-source="post: 4809180" data-attributes="member: 21178"><p><span style="font-size: 18px"><span style="color: DarkRed"><strong>Preview II - Injuries</strong></span></span></p><p>The second preview of my game system is the injury rules. When thinking about hit points I wanted to address three things specifically. First, to somehow nerf death effects without removing them (because, frankly, they are a lot of fun sometimes). Now death effects can affect only characters that have lost half or more their hit points, so a scenario when the combat ends in the first round because someone got lucky with finger of death is no longer possible.</p><p>Second, I wanted to have some difference between lightly damaged and heavily wounded characters. I used mechanic similar to 4th edition, but here there are inherent pluses and minuses for being bloodied or not. At any given time, you are either vulnerable to subdual damage or death effects, but never both. This rule serves to provide a shift in tactics and feel of any combat at its midpoint.</p><p>Thirdly and finally, I wanted some simple rules for dying, to make it interesting and to make Medicine (old Heal) skill more valuable.</p><p></p><p>There are also rules for resurrection but I haven't finished them yet. In a nutshell, resurrection is easy and relatively cheap, but each time you come back, your body and mind change a little, gravitating toward undeath.</p><p></p><p></p><p><em><span style="color: MediumTurquoise"><span style="font-size: 12px">From chapter: combat</span></span></em></p><p><strong>INJURY AND DEATH</strong></p><p>Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn’t hindered in any way until your hit points drop to half your total value or lower.</p><p></p><p></p><p><strong>LOSS OF HIT POINTS</strong></p><p>The most common way that your character gets hurt is to take lethal damage and lose hit points</p><p><strong>What Hit Points Represent:</strong> Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.</p><p></p><p><strong>Effects of Damage:</strong> Depending on how many current hit points a character has, she must obey few rules:</p><p><em>Not Bloodied:</em> You currently have more than half your total hit points. You are susceptible to subdual damage. If not bloodied, you recover 1 hit point on your own every 10 minutes.</p><p></p><p><em>Bloodied:</em> Your current hit points are somewhere between half total hit points and zero. You are immune to subdual damage but vulnerable to death effects (effects that have a chance to slay you outright). When bloodied, you recover 1 hit point every hour.</p><p>If you have no current hit points, you are still bloodied but also any damage you take is converted into a Wound. Wounds are dangerous effects that hamper you or threaten your life, and take a long time (or strong magic) to remove.</p><p></p><p></p><p><strong>WOUNDS</strong></p><p>Wounds are crippling or deadly effects that stick to you until you recover. Whenever you take damage and any portion of that damage that is not covered by loss of hit points, the DM makes a death check against you. The check is a d20 roll + damage that wasn’t reduced with hit points against your Stamina defense. The result of the check explains what happens to you as the result of damage:</p><p></p><p>[code][B]Death Check result Effect[/B]</p><p>Failed by 5 or more Light bleeding</p><p>Failed by 4 or less Heavy bleeding</p><p>Stamina beaten by 0 to 4 Heavy bleeding and crippled</p><p>Stamina beaten by 5 to 9 Heavy bleeding and massacred</p><p>Stamina beaten by 10 or more Dead[/code]</p><p></p><p>Wounds are not cumulative – only the most severe applies. For example, if a lightly bleeding character takes damage and suffers from heavy bleeding as a result, the light bleeding effect is replaced by heavy bleeding.</p><p>Note that in order to save a crippled or massacred character from dying, a healer must first stop the bleeding and then tend to the wounded character for an extended period of time.</p><p></p><p><strong>Light Bleeing:</strong> Make a d20 roll at the beginning of each your turn. If you roll a natural 1–5, light bleeding turns into heavy bleeding. Light bleeding can stop on its own if you roll a natural 20. Whenever you take a standard action, roll again, although this extra roll doesn’t end the bleeding on the result of a natural 20. A successful DC 15 Medicine check to provide first aid will also stop light bleeding.</p><p></p><p><strong>Heavy Bleeding:</strong> Make a d20 roll at the beginning of each your turn. If you roll 1–2, you bleed out and die. Whenever you take a standard action, roll again. A successful DC 25 Medicine check to provide first aid will stop heavy bleeding.</p><p></p><p><strong>Crippled:</strong> One or more of your limbs or organs is in a sorry state. Because of injuries and pain, you have a –10 penalty to all skill checks, attack rolls, and saves. The effects remain until the wound is successfully treated with the Medicine skill.</p><p></p><p><strong>Massacred:</strong> You are on the brink of death and your entire body is more or less failing. You are unconscious. If you take any damage while massacred, you die. If a massacred character is successfully treated with Medicine skill, she becomes crippled instead.</p></blockquote><p></p>
[QUOTE="Szatany, post: 4809180, member: 21178"] [SIZE="5"][COLOR="DarkRed"][B]Preview II - Injuries[/B][/COLOR][/SIZE] The second preview of my game system is the injury rules. When thinking about hit points I wanted to address three things specifically. First, to somehow nerf death effects without removing them (because, frankly, they are a lot of fun sometimes). Now death effects can affect only characters that have lost half or more their hit points, so a scenario when the combat ends in the first round because someone got lucky with finger of death is no longer possible. Second, I wanted to have some difference between lightly damaged and heavily wounded characters. I used mechanic similar to 4th edition, but here there are inherent pluses and minuses for being bloodied or not. At any given time, you are either vulnerable to subdual damage or death effects, but never both. This rule serves to provide a shift in tactics and feel of any combat at its midpoint. Thirdly and finally, I wanted some simple rules for dying, to make it interesting and to make Medicine (old Heal) skill more valuable. There are also rules for resurrection but I haven't finished them yet. In a nutshell, resurrection is easy and relatively cheap, but each time you come back, your body and mind change a little, gravitating toward undeath. [I][COLOR="MediumTurquoise"][SIZE="3"]From chapter: combat[/SIZE][/COLOR][/I] [B]INJURY AND DEATH[/B] Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn’t hindered in any way until your hit points drop to half your total value or lower. [B]LOSS OF HIT POINTS[/B] The most common way that your character gets hurt is to take lethal damage and lose hit points [b]What Hit Points Represent:[/b] Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one. [b]Effects of Damage:[/b] Depending on how many current hit points a character has, she must obey few rules: [I]Not Bloodied:[/I] You currently have more than half your total hit points. You are susceptible to subdual damage. If not bloodied, you recover 1 hit point on your own every 10 minutes. [I]Bloodied:[/I] Your current hit points are somewhere between half total hit points and zero. You are immune to subdual damage but vulnerable to death effects (effects that have a chance to slay you outright). When bloodied, you recover 1 hit point every hour. If you have no current hit points, you are still bloodied but also any damage you take is converted into a Wound. Wounds are dangerous effects that hamper you or threaten your life, and take a long time (or strong magic) to remove. [B]WOUNDS[/B] Wounds are crippling or deadly effects that stick to you until you recover. Whenever you take damage and any portion of that damage that is not covered by loss of hit points, the DM makes a death check against you. The check is a d20 roll + damage that wasn’t reduced with hit points against your Stamina defense. The result of the check explains what happens to you as the result of damage: [code][B]Death Check result Effect[/B] Failed by 5 or more Light bleeding Failed by 4 or less Heavy bleeding Stamina beaten by 0 to 4 Heavy bleeding and crippled Stamina beaten by 5 to 9 Heavy bleeding and massacred Stamina beaten by 10 or more Dead[/code] Wounds are not cumulative – only the most severe applies. For example, if a lightly bleeding character takes damage and suffers from heavy bleeding as a result, the light bleeding effect is replaced by heavy bleeding. Note that in order to save a crippled or massacred character from dying, a healer must first stop the bleeding and then tend to the wounded character for an extended period of time. [B]Light Bleeing:[/B] Make a d20 roll at the beginning of each your turn. If you roll a natural 1–5, light bleeding turns into heavy bleeding. Light bleeding can stop on its own if you roll a natural 20. Whenever you take a standard action, roll again, although this extra roll doesn’t end the bleeding on the result of a natural 20. A successful DC 15 Medicine check to provide first aid will also stop light bleeding. [B]Heavy Bleeding:[/B] Make a d20 roll at the beginning of each your turn. If you roll 1–2, you bleed out and die. Whenever you take a standard action, roll again. A successful DC 25 Medicine check to provide first aid will stop heavy bleeding. [B]Crippled:[/B] One or more of your limbs or organs is in a sorry state. Because of injuries and pain, you have a –10 penalty to all skill checks, attack rolls, and saves. The effects remain until the wound is successfully treated with the Medicine skill. [B]Massacred:[/B] You are on the brink of death and your entire body is more or less failing. You are unconscious. If you take any damage while massacred, you die. If a massacred character is successfully treated with Medicine skill, she becomes crippled instead. [/QUOTE]
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