Difference between revisions of "Damage and healing"

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Some of this is the normal rules, some I have modified slightly. Also check out the [[Wound|wounds]] rules, as the Wound Damage heals like normal hit point damage. You can also read the [[Hitpoint]] article for my view on DnD hit points.
{{Deprecated}}


Some of this is the normal rules, some I have modified slightly.


== Hitpoints ==
{{TOC}}
Hit points are generally a compromise between fast and easy gameplay and realism. A problem is naturally that real battle never work like hit points, so I'm taking a pragmatic view on the topic.


=== What Hit Points Are ===
== Hit Points ==
Hit points are a combination of minor injuries, exhaustion, emotional shock and simple "battle luck" in a combat. Losing 90% of your hit points is not the same as having a sword stabbed through your lung, it's simply a game mechanic to show your luck is about to run out, and you know it. Whatever the case, at -10 hit points, you ARE dead.
Hit Points are generally a compromise between fast and easy gameplay and realism. A problem is naturally that real battle never work like Hit Points, so I'm taking a pragmatic view on the topic.
 
Hit Points are a combination of minor injuries, exhaustion, emotional shock and simple "battle luck" in a combat. Losing 90% of your Hit Points is not the same as having a sword stabbed through your lung, it's simply a game mechanic to show your tactical advantage is running out, and you know it. Whatever the case, at a negative level equal to your Constitution score, you ARE dead. Some of these are of course real injuries, but many more losses of hit points are not.


This also explains how hit points can regenerate so quickly; the loss of hit points only marginally represent actual injuries. In most cases they represent bruises and weariness rather than injuries.
This also explains how hit points can regenerate so quickly; the loss of hit points only marginally represent actual injuries. In most cases they represent bruises and weariness rather than injuries.


=== Wounds ===
Nonlethal damage is, however more physical in nature. It represents physical abuse that may take a lot less time to recover from than actual injuries.
:''Wounds are not used in all campaigns!''
In an attempt to bring some realism and keeping as much as possible of the relatively quick gameplay of DnD, I added [[Wounds]]. These are actual injuries on a player and these takes a lot longer time to heal than "just a loss of hit points", while at the same time mostly have a pretty small impact on gameplay. In worst case scenarios, however, they DO affect gameplay, and to keep having to fight day after day will bring a character to a point where they will be easily defeated or even die.
 
This mechanic adds the requirement of the players to find a way to heal up before the next encounter, be that through expensive magical services or through spending days or weeks in bed taking it slow.
 
Because most wounds simply accumulate, and are "manageable", a character can have several at once without a massive issue. However, if she is unlucky and receives another wound which gives penalties, it will take a very long time for the body to heal that wound, since it's also healing all the other wounds at the same time.
 
Wounds then don't become a massive nerf or killability of characters, but a somewhat realistic system to make them slow down their pace, or at least be very careful, if they have a couple of wounds.
 


In all, the topic is of course hard to specify, but it is a combat system that is a lot quicker and easier to use than some sort of location-based hits.


== Lethal Damage Conversion ==
== Lethal Damage Conversion ==
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=== Nonlethal Damage ===
=== Nonlethal Damage ===
* 1 per 2 hours if taking it slow.
* Every 2 points of nonlethal damage recieved beyond the total available hit points cause 1 point of lethal damage.
* 1 per hour if specifically resting.
* Lethal damage is healed before nonlethal.
* Magic healing heals one nonlethal damage per regular hit point healed.
* No nonlethal damage is recuperated if the character is physically active.
* If the character only has nonlethal damage, magic heals 2 points per point of healing.
* 1 per 2 hours is recuperated if taking it slow, such as moving at half speed or researching in a library.
* Every point of nonlethal damage received after recieving as many points of nonlethal damage as there are hitpoints are instead lethal.
* 1 per hour is recuperated if specifically resting; not actively performing any other activity.
* If 8 hours resting would heal more than 8 points of lethal damage, then resting will heal that amount of nonlethal damage instead of 8.
* Magic healing does '''not''' heal one nonlethal damage per regular hit point healed.
* If the character '''only''' has nonlethal damage, magic healing will restore 3 points of nonlethal damage per 2 points of magical healing.
 


=== Healing from Resting ===
=== Healing from Resting ===
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** '''2.50''' per lvl per '''"hospitalised"''' rest (in a specialised hospital where you are especially cared for). ''Does not stack with a carer''.
** '''2.50''' per lvl per '''"hospitalised"''' rest (in a specialised hospital where you are especially cared for). ''Does not stack with a carer''.
** Spending the time with a courtesan (if you are so capable) improves the recuperation by '''+0.5 per level'''*.
** Spending the time with a courtesan (if you are so capable) improves the recuperation by '''+0.5 per level'''*.
* '''Ability Damage'''
** The same numbers as above, but not "per lvl".


'''Carer''' - A person who competently aids the injured person. Includes change of bandages and/or soothing herbs etc. The carer will obviously not be able to sleep for the duration.
'''Carer''' - A person who competently aids the injured person. Includes change of bandages and/or soothing herbs etc. The carer will obviously not be able to sleep for the duration.
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(*) - Applied after other modifiers.
(*) - Applied after other modifiers.


=== Wound Healing ===
 
Wound damage is essentially the same as normal hit point loss, but hit point lost from wounds heal '''after'' any normal hit point losses are recuperated.
=== Ability Damage ===
* The same numbers as Healing and Resting, but not "per lvl".




=== Wound Healing ===
Wound damage is essentially the same as normal hit point loss, but hit point lost from wounds heal '''after''' any normal hit point losses are recuperated.


== Death ==
== Death ==
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In this particular campaign setting, resurrection is very uncommon, so as to alleviate this, I've added a [[Spells|new spell]], Resuscitation, which will work in very limited circumstances, more similar to a skilled paramedic of today than an actual Raise Dead spell.
In this particular campaign setting, resurrection is very uncommon, so as to alleviate this, I've added a [[Spells|new spell]], Resuscitation, which will work in very limited circumstances, more similar to a skilled paramedic of today than an actual Raise Dead spell.


=== Rules ===
=== Dying ===
I'm using Pathfinder's rules for dying in both Pathfinder and any 3.5 campaigns I run:
I'm using Pathfinder's rules for dying in both Pathfinder and any 3.5 campaigns I run:
* A dying creature can take no action.
* On the creature's turn, it must make a Constitution check (not Fortitude).
** The Con check is DC 10 + negative damage in these campaigns. Natural 20 is automatic success.
** If the Con check is failed, she loses 1 hit point.
* Heal check (DC15) stabilises a dying character.
* If a dying creature has an amount of negative hit points equal or above its constitution score, it dies.


:''A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.''
* The Con check is DC 12 + negative damage in these campaigns.
* Heal check (DC15) stabilises a dying character.


'''Death'''
=== Death ===
* After the body dies, it takes 2+D2 minutes before the brain is irreparably dead also (even with decapitation). At that point, the soul leaves the body.
* After the body dies, it takes 2 minutes + 2D10 rounds before the brain is irreparably dead also (even with decapitation). At that point, the soul leaves the body.
* It's possible to cast spells on a dead body to heal wounds or to remove diseases or toxins.
* It's possible to cast spells on a dead body to heal wounds or to remove diseases or toxins.
* Potions work on dead bodies because they are activated by the act of being put in a person's mouth rather than swallowing.
* Potions work on dead bodies because they are activated by the act of being put in a person's mouth rather than swallowing.
* The spell [[Spells#Resuscitation|Resuscitation]] can be cast on a body which has not suffered complete brain death.
* The spell [[Spells#Resuscitation|Resuscitation]] can be cast on a body which has not suffered complete brain death.
== Outdated stuff ==
Death itself can be through shock, cardiac arrest, massive organ failure, asphyxiation or simply bleeding to death. The '''dying''' status represents one or all of these effects, while the [[Damage and healing|shock]] status added by me specifically deals with shock only.
The concept of dying has a new addition: Shock. For when you still have hit points, yet are dying. Death itself and soul departure is slightly altered to be more medically accurate and for game balance purposes.
== Death/Dying==
* '''Dying'''
** Dying at -1 to -9 hp. -10 is dead.
** Each round has 10% chance to become stable. Also lose 1 Hit Point.
** First aid Heal check (DC15) stabilises.
* '''Shock'''
** [http://en.wikipedia.org/wiki/Shock_%28circulatory%29 Shock] is almost the same as dying, with the main difference being that you *retain* your hit points. Though, by definition, you are dying.
** While in shock, the target lose one hit point per round at the end of her turn.
** As when dying, there is a chance to become stable, with a difference: The first turn there is a 10% chance of spontaneously become stable, the second, it's 9%, the third it's 8% etc until the victim is either stable or fail the last (1% chance) attempt and dies.
** If the victim is dealt further damage, each point of damage lowers the chance to stabilize by 1%. If the damage makes this chance lower than 1%, the victim dies.
** A first aid Heal check (DC20) or at least one Hit Point of magical healing will stabilize a person in shock.
** If the victim becomes stable, she is unconscious until she has healed (natural or magic) at least as many points of damage as she lost during shock, plus one.
** Thereafter the victim can act normally, but she's likely to have had a near-death experience.
* '''Death'''
** After the body dies, it takes 2+D2 minutes before the brain is irreparably dead also (even with decapitation). At that point, the soul leaves the body.
** It's possible to cast spells on a dead body to heal wounds or to remove diseases or toxins.
** Potions work on dead bodies because they are activated by the act of being put in a person's mouth rather than swallowing.
** The spell [[Spells|Resuscitation]] can be cast on a body which has not suffered complete brain death.





Latest revision as of 19:10, 14 September 2022

This article is DEPRECATED and saved for archival purposes only.


Some of this is the normal rules, some I have modified slightly.



Hit Points

Hit Points are generally a compromise between fast and easy gameplay and realism. A problem is naturally that real battle never work like Hit Points, so I'm taking a pragmatic view on the topic.

Hit Points are a combination of minor injuries, exhaustion, emotional shock and simple "battle luck" in a combat. Losing 90% of your Hit Points is not the same as having a sword stabbed through your lung, it's simply a game mechanic to show your tactical advantage is running out, and you know it. Whatever the case, at a negative level equal to your Constitution score, you ARE dead. Some of these are of course real injuries, but many more losses of hit points are not.

This also explains how hit points can regenerate so quickly; the loss of hit points only marginally represent actual injuries. In most cases they represent bruises and weariness rather than injuries.

Nonlethal damage is, however more physical in nature. It represents physical abuse that may take a lot less time to recover from than actual injuries.

In all, the topic is of course hard to specify, but it is a combat system that is a lot quicker and easier to use than some sort of location-based hits.

Lethal Damage Conversion

  • Receive as normal, but note Damage Conversion (non-magic AC converts its bonus to non-lethal).
  • Heals at slower rate if unattended.


Healing

Because of the damage conversion (and if the wounds are used), I have modified the healing rules as well.


Nonlethal Damage

  • Every 2 points of nonlethal damage recieved beyond the total available hit points cause 1 point of lethal damage.
  • Lethal damage is healed before nonlethal.
  • No nonlethal damage is recuperated if the character is physically active.
  • 1 per 2 hours is recuperated if taking it slow, such as moving at half speed or researching in a library.
  • 1 per hour is recuperated if specifically resting; not actively performing any other activity.
  • If 8 hours resting would heal more than 8 points of lethal damage, then resting will heal that amount of nonlethal damage instead of 8.
  • Magic healing does not heal one nonlethal damage per regular hit point healed.
  • If the character only has nonlethal damage, magic healing will restore 3 points of nonlethal damage per 2 points of magical healing.


Healing from Resting

  • Healing effects stack, unless otherwise noted. Numbers are rounded down to nearest whole number at a minimum of 1.
  • Sleeping/resting for 8 hours per day recuperates lost hit points.
  • DM can decide to give bonus HP for low lvl characters using good services.
  • DM can decide if partial rest (like 4 hours) still count for anything.
  • Whole day spent in bed (24 hours) recuperates +1 point per level*.
  • Carer: If another character cares (DC15 Heal) for the injured during the rest, the recuperation is increased by +1 point per level*.
  • Other recuperation modifiers:
    • 0.25 per lvl per "uncomfortable" rest (outside on an uncomfortable bed or in bad weather or sleeping in armour without the Endurance feat).
    • 0.50 per lvl per "low quality" rest (decent conditions outside or in indoors on low quality bed).
    • 0.75 per lvl per "average" rest (indoors on an average quality bed or outdoors in excellent camping conditions/bedding).
    • 1.00 per lvl per "good" rest (indoors with access to servants, bath, clean cloths etc or a staffed field hospital, receiving plenty of attention).
    • 1.25 per lvl per "excellent" rest (indoors in an extravagant setting or general treatment at a hospital - staff understands your needs but you are not specifically cared for).
    • 2.50 per lvl per "hospitalised" rest (in a specialised hospital where you are especially cared for). Does not stack with a carer.
    • Spending the time with a courtesan (if you are so capable) improves the recuperation by +0.5 per level*.

Carer - A person who competently aids the injured person. Includes change of bandages and/or soothing herbs etc. The carer will obviously not be able to sleep for the duration.

(*) - Applied after other modifiers.


Ability Damage

  • The same numbers as Healing and Resting, but not "per lvl".


Wound Healing

Wound damage is essentially the same as normal hit point loss, but hit point lost from wounds heal after any normal hit point losses are recuperated.

Death

Death itself can be through shock, cardiac arrest, massive organ failure, asphyxiation or simply bleeding to death. The dying status represents one or all of these effects, while the shock status added by me specifically deals with shock only.

In this particular campaign setting, resurrection is very uncommon, so as to alleviate this, I've added a new spell, Resuscitation, which will work in very limited circumstances, more similar to a skilled paramedic of today than an actual Raise Dead spell.

Dying

I'm using Pathfinder's rules for dying in both Pathfinder and any 3.5 campaigns I run:

  • A dying creature can take no action.
  • On the creature's turn, it must make a Constitution check (not Fortitude).
    • The Con check is DC 10 + negative damage in these campaigns. Natural 20 is automatic success.
    • If the Con check is failed, she loses 1 hit point.
  • Heal check (DC15) stabilises a dying character.
  • If a dying creature has an amount of negative hit points equal or above its constitution score, it dies.


Death

  • After the body dies, it takes 2 minutes + 2D10 rounds before the brain is irreparably dead also (even with decapitation). At that point, the soul leaves the body.
  • It's possible to cast spells on a dead body to heal wounds or to remove diseases or toxins.
  • Potions work on dead bodies because they are activated by the act of being put in a person's mouth rather than swallowing.
  • The spell Resuscitation can be cast on a body which has not suffered complete brain death.


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