WhimsyTheFae
Explorer
Steve, I have avoided doing this so far, but I am going to breach forum etiquette (I think) a bit and ask a favor regarding a thread from the Green Ronin True20 forum. I noticed you post here recently and figured that your answer may be of use to those here who are interested in True20.
Could you clarify a question that was brought up on the Green Ronin True20 forums (you sort of did already, but more clarification appeared to be needed)?
Anyway, this is a question regarding damage in True20. I will just explain the way that I have interpreted the rules and will allow you to confirm this:
- A character who takes a Hurt also takes a Bruised, but not vice-versa (-1 to future Toughness checks, Bruised only applies to non-lethal damage).
- A character can take multiple Hurt and Bruised without succumbing to the next wound level (the Toughness penalty is cumulative).
- A character who takes a Wounded also takes a Dazed, but not vice-versa (-1 to future Toughness checks, Dazed only applies to non-lethal damage).
- A Wounded condition also inflicts a -2 penalty to all rolls except for Toughness until all Wounded conditions are eliminated.
- A Dazed condition also leaves a character Stunned for one round.
- A character can take multiple Wounded and Dazed without succumbing to the next wound level (the Toughness penalty is cumulative, but not the -2 penalty and the stunned happens for each Dazed condition - and by extension each Wounded condition).
- A character who is Wounded or Dazed does not become Hurt or Bruised (unless already injured at those levels, but does not gain additional Hurt or Bruised conditions).
- A character who is Disabled also becomes Staggered, but not vice-versa.
- A character who is Disabled or Staggered does not become Wounded, Dazed, Hurt or Bruised (unless already injured at those levels, but does not gain additional injuries at those levels).
- A character cannot take a second occurance of the Disabled or Staggered injury levels, but instead automatically take the next level of injury (Unconscious for Staggered and Dying + Unconscious for Disabled).
- Successful recovery checks only remove one occurance of the highest injury level (lethal first, then non-lethal).
Thank you for your time.
Could you clarify a question that was brought up on the Green Ronin True20 forums (you sort of did already, but more clarification appeared to be needed)?
Anyway, this is a question regarding damage in True20. I will just explain the way that I have interpreted the rules and will allow you to confirm this:
- A character who takes a Hurt also takes a Bruised, but not vice-versa (-1 to future Toughness checks, Bruised only applies to non-lethal damage).
- A character can take multiple Hurt and Bruised without succumbing to the next wound level (the Toughness penalty is cumulative).
- A character who takes a Wounded also takes a Dazed, but not vice-versa (-1 to future Toughness checks, Dazed only applies to non-lethal damage).
- A Wounded condition also inflicts a -2 penalty to all rolls except for Toughness until all Wounded conditions are eliminated.
- A Dazed condition also leaves a character Stunned for one round.
- A character can take multiple Wounded and Dazed without succumbing to the next wound level (the Toughness penalty is cumulative, but not the -2 penalty and the stunned happens for each Dazed condition - and by extension each Wounded condition).
- A character who is Wounded or Dazed does not become Hurt or Bruised (unless already injured at those levels, but does not gain additional Hurt or Bruised conditions).
- A character who is Disabled also becomes Staggered, but not vice-versa.
- A character who is Disabled or Staggered does not become Wounded, Dazed, Hurt or Bruised (unless already injured at those levels, but does not gain additional injuries at those levels).
- A character cannot take a second occurance of the Disabled or Staggered injury levels, but instead automatically take the next level of injury (Unconscious for Staggered and Dying + Unconscious for Disabled).
- Successful recovery checks only remove one occurance of the highest injury level (lethal first, then non-lethal).
Thank you for your time.
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