"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys
above. She called her Provider's name, and all could feel the power she commanded.
[name3] summoned his wards, but all that watched knew his efforts were in vain.
The next name she offered was his, and the misery of [name3] was legend."
translated from Dekàlan fragment found in ruins of Ilduùn
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Hit Points
(The following Hit Points house rules
are based on those posted to the eGroups
message board on 6 Feb 2002)
The following house rules are being tested in the Jadth
Dream realm chronicles and will not be adopted into other games until
they are tested and refined. The hope is that a system for dealing
with injuries may eventually evolve from this.
Vitality and Wound Points
When determining a character's or monster's HP one should
take into account the creature's size. Creatures of small size (regardless
of Constitution) have less body to hack through than a creature of large
size. The following table was constructed based on the Size tables in
the Monster Manual. This table includes an added column which sets the
target number for death by massive damage (which in standard D20 is 50
across the board).
Table 1. Hit Point Size Modifiers
Size
|
Wounds Mod
|
Massive Dmg
|
Fine |
-16
|
20
|
Diminutive |
-8
|
20
|
Tiny |
-4
|
30
|
Small |
-2
|
40
|
Medium (Uren) |
+0
|
50
|
Large |
+4
|
60
|
Huge |
+8
|
70
|
Gargantuan |
+16
|
90
|
Colossal |
+32
|
130
|
No creature (despite size) can have less than 1 Wound Point
+ Toughness (feat). It probably doesn't need noting, but I might
as well mention it anyway, that for most characters (Uren or Uren-sized)
this table changes nothing.
Wound Points = Con + Hit Point Size Modifier
+ Toughness
Vitality Points = Hit Points + Con Modifier per Level
Loss of Vitality Points (VP) has its own dangers, aside
from losing one's buffer to Wound Points (WP). When VP are reduced to
0, any further damage inflicted is applied directly to WP. When
a character is reduced to 0 VP he must make a Fortitude save (DC 15) to
avoid the effects of Fatigue.
Fatigue ( <= 0 VP + failed Fortitude DC 15 )
A Fatigued character cannot Run or Charge, suffers an effective
penalty of -4 to Strength and Dexterity (which correlates to a -2 to attack
and damage and AC if modified by Dex), and has all movement reduced by
half. All actions taken (including damage received) by a non-Fatigued
person without Vitality Points forces another Fortitude save. Once
a character is Fatigued, additional saves (at this stage) are not required.
Staggered ( = 0 WP )
Unconscious ( <= 0 WP + failed Fortitude DC 15/20 )
When a character is reduced to 0 Wound Points he is Staggered
and must make a Fortitude save (DC 15) to avoid becoming Unconscious.
A Staggered character cannot Run or Charge and suffers an effective
penalty of -8 to Strength and Dexterity (non-cumulative with Fatigue penalties).
A Staggered character can perform one partial action a round, but
each action taken [or damage received (except from bleeding)] forces another
check to avoid going Unconscious. A Staggered character can do little
without assistance. Any action taken without assistance requires a Fortitude
save (DC 20) to avoid becoming Unconscious for that round.
Staggered characters with <= 0 Hit Points suffer one
additional Hit Point of damage each round from slashing attacks, piercing
attacks, and continuing action. On each subsequent round the character
may roll (1 in 10) to stabilize (per the PHB). Every character may
survive until -(Con) but will likely be unconscious due to a failed Fortitude
save long before that.
Example: Bobo the Halfling has a 13 Con and 5 Hit Points. Bobo's
Total Hits are 16 (11 + 5). Although his Con is 13 he gets the
-2 size modifier to his Wound Points for being Small. Bobo has
11 Wound Points and 5 Vitality Points. A Nasty Kobold slashes
Bobo for 4 points of damage. Bobo's player takes note of the damage.
In the next round the Nasty Kobold does 10 points of damage. Eeek!
Bobo loses his last Vitality Point and suffers 9 Wound Points.
Since Bobo is at 0 Vitality Points, the player makes a Fortitude
save (DC 15) and gets a 13 (Poor Bobo!). Bobo now suffers a -4
penalty to Strength and Dexterity. In the next round the Nasty
Kobold does 3 points of damage to Bobo who suffers 1 last positive Wound
Point and is now at -2 Wound Points. Bobo's player makes a Fortitude
save (DC 15) and rolls a 14 (plus Con mod) = 15, so Bobo is "fine",
but still Staggered (since he's at 0 or less) so his Strength and Dexterity
are both -8. The Nasty Kobold takes a step back and admires his
handiwork. Bobo looks around but has no friends nearby. He
is weak from his wounds and knows that he will probably pass-out if
he attempts anything. Bobo remembers he has the Orb of Detonation
at his belt, and knows that it's a partial action to activate. Since
he's doing it without assistance, upon completion he makes a Fortitude
save (DC 20). The orb goes off obliterating himself and the Nasty
Kobold. Bobo's player makes a roll, gets an 11, so Bobo is both
dead and unconscious.
Special Attacks
Some strikes affect Vitality and Wound Points differently
than standard attacks.
- Critical Hits are applied directly to a character's
Wound Points. Damage for Critical Hits is not doubled, as in the
standard D20 rules, but the higher number rolled for damage is used.
For each unused die add a +1 to the damage done.
- Inflict Wounds spells are applied directly to
a character's Wound Points.
- Falling Damage is applied 1/2 and 1/2 to Vitality
and Wound Points. If the falling character can make a successful
Tumble check (based on distances outlined under the skill in PHB) the
damage is applied to Vitality Points (and Wounds if Vitality is expended).
- Sneak Attack damage is applied similarly to Critical
Hits. The highest weapon damage rolled becomes the damage. In
addition, +1 damage is done for each Sneak Attack die. So if a
Rogue sneak attacks Bobo for 1d4 +3d6 damage, and he rolls a 2, 3, 4
and 1, the Rogue does 2+3 damage to Bobo's Wound Points.
- Backstab is a Sneak Attack
where a character can reasonably position himself behind his target
(targets in combat mode have no facing) for two full-actions without
being noticed. The first round is used to size-up the mark and
prepare (applying poison is a move-equivalent action, so it counts against
this), and the second round is used to attack. A Backstab is a
Called Shot (see below) / Sneak Attack that
ignores the first -4 to hit a Body Location. This bonus does not
stack with other positional bonuses (i.e. Flanking). The Face
and Groin cannot be Backstabbed. Only characters with the Sneak
Attack class ability may perform this manuever.
Recovery
A character recovers Vitality Points at 1 point per level
per hour of rest. Each character may recover 1 Wound Point per day
of rest. Complete bed rest increases these rates by x1.5. Complete
bed rest and a Healer's successful attentions increases these rate by
x2.
Injury
It is sometimes necessary to determine damage to a specific
area of the body, such as with Called Shots. The striking
of different body parts has effects on the victim appropriate to the injured
part. These effects are cumulative across injuries, but not within
one area. The "effects" of two injuries (see Table
3: Body Locations) to the hand are not cumulative, but the effects
of injuries to the hand and arm are stacked.
Note: Called shots that
injure, cripple, or maim are applied directly to Wound Points. Called
shots with a result of Uninjured are applied normally.
When a body part becomes the target of a directed attack
the character must save vs Fortitude to determine whether the body part
is Uninjured, Injured, Crippled or Maimed (see Table
2: Injury Classes). When rolling a Fortitude check, higher results
indicate a less severe effect.
Example: Chork makes a called shot on a
Faer's neck. Chork's player rolls the dice and the hit is a success
(but not a critical). The DM rolls a Fortitude save for the NPC
and gets an 8. The DM checks the result against Table
2: Injury Classes on the Normal hit column. Because the Fortitude
check is in the 1-9 range, the Faer's neck is Crippled. If the save
had been a 10 the Faer's neck would have been Injured. If the save
had been a 15 or higher, the Faer's neck would be Uninjured (but still
damaged).
If an attack is a critical hit, the DC factors are bumped
to the Critical column of Table 2. A maiming strike disables
the body part completely. If the victim's Wound Points drop to 0
or lower with a Maiming hit, the body part is removed.
Note: In order to remove
the limb of an opponent, the weapon-size (tiny, small, medium, large,
etc.) must at least equal the size of the opponent. This means that
a normal-sized dagger (tiny), no matter how good the hit, cannot sever
the arm of an ogdar (large) with a maiming hit, but that a normal-sized
greatsword could.
Table 2. Injury Classes
|
Normal
|
Critical
|
Uninjured |
15+
|
20+
|
Injured |
10-14
|
15-19
|
Crippled |
1-9
|
10-14
|
Maimed |
NA
|
1-9
|
The following table details standard body locations available
for targeting, the penalty to hit those areas and the effects suffered
if they are injured, crippled or maimed. If a body location is maimed
it is affected per the Maimed AND the Crippled
results. Wound X notations (i.e. wound 1, wound 2, etc.) in the
Maimed column should be treated per the weapon special ability Wounding
(DMGp187; the number following is the per round Hit Point increment).
Table 3. Body Locations
|
AC Mod
|
Injured
|
Crippled
|
Maimed
|
Head * |
+6
|
-4m
|
-8m
|
death
|
Face |
+8
|
-2m
|
-4m
|
wound 1
|
Eyes
/ Eye |
+12 / +16
|
20% conceal
|
blind
|
blind
|
Neck * |
+10
|
-4cn
|
-8cn
|
death
|
Upper Arm |
+4
|
-2st
|
-4st
|
wound 3
|
Elbow |
+10
|
-2dx
|
-4dx
|
wound 2
|
Lower Arm |
+4
|
-2st
|
-4st
|
wound 2
|
Hand |
+8
|
-2dx, -2st
|
-4dx, -2st
|
wound 1
|
Chest * |
+4
|
-2st, -4cn, +1dv
|
-4st, -8cn, +2dv
|
wound 3
|
Abdomen * |
+4
|
-4cn, +1dv
|
-8cn, +2dv
|
wound 3
|
Groin * |
+10
|
-2p (-1p), +1dv
|
-4p (-2p), +2dv
|
wound 1
|
Hip / Buttocks |
+6
|
-5mv, -2dx
|
-10mv, -4dx
|
wound 1
|
Upper Leg |
+4
|
-10mv, -2st
|
-20mv, -4st
|
wound 3
|
Knee |
+10
|
-2dx
|
-4dx
|
wound 2
|
Lower Leg |
+4
|
-10mv, -2st
|
-20mv, -4st
|
wound 2
|
Foot |
+8
|
-10mv, -2dx
|
-20mv, -4dx
|
wound 1
|
-Xp = penalty to all physical ability scores (str, dex,
con), -Xm = penalty to all mental ability scores (int, wis, cha), -Xst =
penalty to strength, -Xdx = penalty to dexterity, -Xcn = penalty to constitution,
-Xmv = penalty of movement rate (feet), +Xdv = +Xd6 VP damage (stun), (-Xp)
= equivalent effect for females (1/2 stun)
When the body locations Head, Neck, Chest, Abdomen or Groin
are struck, save vs Fortitude (DC 10 for Injury, DC 15 for Crippled, DC
20 for Maimed) or suffer extra Subdual Damage (i.e. Vitality Points).
Subdual Damage is 1d6 for Injured, 2d6 for Crippled, and 3d6 for
Maimed. If the character is already Fatigued (i.e. no Vitality Points)
ignore this effect.
Resisting Death in Dream
In the Dream it can be easier to control one's fate. Once
per game session, a Will save of DC 15 (criticals DC 20) can be used to
reverse the effects of one attack in that same round or to stop bleeding.
This is called Dream Twisting. The
feat Alter Dream is the
most common way for characters to do this. The effect of the save
is dramatic. If a jungle ogdar cleaves a Dreamer's arm off but the
Dreamer makes his save the arm is seen coming away from his body and then
reattaching by force of will. Restoration of Vitality Points is
less dramatic. Dream Twisting is a standard action.
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Categories
The House Rules are divided into the following categories.
Defense
Errata
Feats
Hit Points
Humor
Prestige Classes
Racial Traits
Skills
Spell List
Variants
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