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UA: Converting to Injury Rules
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<blockquote data-quote="Khaalis" data-source="post: 1389476" data-attributes="member: 2167"><p><strong>Unearthed Arcana Injury Rules</strong></p><p></p><p>The basics of the rules are thus:</p><p></p><p>The Injury variant eliminates Hit Points, and simply determines whether characters are hut or killed every time they're hit in combat.</p><p></p><p>Injuries accumulate until the PC becomes disabled or dying (staggered or unconscious for nonlethal damage).</p><p></p><p><u>Mechanic</u>: </p><p>DV (Damage Value) = Whenever PC takes damage, divide the damage by 5 (round up).</p><p>Injury = Fortitude save (DC 15 + DV)</p><p></p><p>Success = no ill effect</p><p>Fail by less than 10 = Take a hit (Each Hit is a -1 cumulative modifier on future Fortitude saves to resist injury)</p><p>Fail by more than 10 = Disabled (or staggered)</p><p></p><p>Natural 20 = Auto success</p><p>Natural 1 = Auto fail by more than 10</p><p></p><p>Dying = If any hit is taken after being disabled</p><p>When dying, each round make a Fortitude save (DC 10 +1 per round after first) to become stable. Penalties from accumulated hits count for this save.</p><p>Failure = Dead</p><p>Success by less than 5 = doesnt die but does not improve and must continue making the saves every round</p><p>Success by more than 5 but less than 10 = becomes stable but still unconscious</p><p>Success by more than 10 = becomes conscious and disabled</p><p></p><p>When dying, any hit is killed.</p><p>When dying, another PC can improve the dying PC's condition by making a DC 15 Heal check as a standard action (provokes AoO).</p><p></p><p>Natural Healing: a full night heals 1 hit per 2 character levels (min 1 hit per night). Complete bed rest (24hr) heals 1 hit per level. Nonlethal is faster to heal at 1 hit per hour per 2 levels.</p><p></p><p>Magic Healing: 1 hit (both lethal and non-lethal) per 5 points of healing (min 1).</p><p></p><p>Fast Healing: 1 hit (both lethal and non-lethal) per 5 points of fast healing (min 1/round). May also add their fast healing value to Fortitude saves to become stable when dying.</p><p></p><p>Regeneration: All damage is treated as non-lethal, except for the specific type of damage that effects them normally (ie trolls = fire).</p><p></p><p>Bonus Hit Points: Anything that grants bonus HP (ie toughness feat) gives the bonus to Fortitude saves vs injury at +1 save per 5 HP (min +1). High CON does not stack as a bonus HP since the CON mod already gies bonus Fort save.</p><p></p><p>DR/ER: Adds to Fort saves to resist injury at +1 per 5 DR or ER (min +1). The exception deals injury normally. ie DR 10/magic gives a +2 fort save vs injury against non-magic weapons, ER (fire) 15 grants a +3 fort save versus fire attacks.</p><p></p><p>Coup de Grace: As normal but the result of the hit is made one worse (also note DC will be higher due to higher damage).</p><p></p><p>Thats about it. Hope that helps.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1389476, member: 2167"] [b]Unearthed Arcana Injury Rules[/b] The basics of the rules are thus: The Injury variant eliminates Hit Points, and simply determines whether characters are hut or killed every time they're hit in combat. Injuries accumulate until the PC becomes disabled or dying (staggered or unconscious for nonlethal damage). [u]Mechanic[/u]: DV (Damage Value) = Whenever PC takes damage, divide the damage by 5 (round up). Injury = Fortitude save (DC 15 + DV) Success = no ill effect Fail by less than 10 = Take a hit (Each Hit is a -1 cumulative modifier on future Fortitude saves to resist injury) Fail by more than 10 = Disabled (or staggered) Natural 20 = Auto success Natural 1 = Auto fail by more than 10 Dying = If any hit is taken after being disabled When dying, each round make a Fortitude save (DC 10 +1 per round after first) to become stable. Penalties from accumulated hits count for this save. Failure = Dead Success by less than 5 = doesnt die but does not improve and must continue making the saves every round Success by more than 5 but less than 10 = becomes stable but still unconscious Success by more than 10 = becomes conscious and disabled When dying, any hit is killed. When dying, another PC can improve the dying PC's condition by making a DC 15 Heal check as a standard action (provokes AoO). Natural Healing: a full night heals 1 hit per 2 character levels (min 1 hit per night). Complete bed rest (24hr) heals 1 hit per level. Nonlethal is faster to heal at 1 hit per hour per 2 levels. Magic Healing: 1 hit (both lethal and non-lethal) per 5 points of healing (min 1). Fast Healing: 1 hit (both lethal and non-lethal) per 5 points of fast healing (min 1/round). May also add their fast healing value to Fortitude saves to become stable when dying. Regeneration: All damage is treated as non-lethal, except for the specific type of damage that effects them normally (ie trolls = fire). Bonus Hit Points: Anything that grants bonus HP (ie toughness feat) gives the bonus to Fortitude saves vs injury at +1 save per 5 HP (min +1). High CON does not stack as a bonus HP since the CON mod already gies bonus Fort save. DR/ER: Adds to Fort saves to resist injury at +1 per 5 DR or ER (min +1). The exception deals injury normally. ie DR 10/magic gives a +2 fort save vs injury against non-magic weapons, ER (fire) 15 grants a +3 fort save versus fire attacks. Coup de Grace: As normal but the result of the hit is made one worse (also note DC will be higher due to higher damage). Thats about it. Hope that helps. [/QUOTE]
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UA: Converting to Injury Rules
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