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Dragon Ninja
•ICQ#34140852

Effects of Physical Injury


Here is where the true purpose of this new hit point system is demonstrated. What has been done up to this point is to define a system that makes the intention of the traditional AD&D hit point system apparent in the distribution of damage. Now we need a method of gauging exactly what the effects of hit point loss mean, and this is the role Base points play. If a character with a maximum of 10 Base points is reduced to 1 Base point, it should be obvious he's in dire physical straits. Table 21: Effects of Physical Injury describes what effects should be applied as a character receives serious physical damage.

Final Notes
The system presented here is intended to provide a more accurate game mechanic for determining a character's level of physical damage, without focusing on too much detail. With this system, Base points can be used to gauge a character's actual physical state, and it provides the DM a simple tool for judging exactly what condition a player is in. A character with 8 out of 10 Base points, but with 0 skill points left, is still in

great health, but has run out of both steam and luck, while a character with only 2 out of 10 Base points and 5 Skill points left is hurt quite badly and is going to be in trouble if his next fight comes soon. The DM should use Base points as a tool for improved roleplaying, not roll-playing, although, if you're so inclined, a precise system of damage could be used to determine which specific body parts have been damaged when Base points are reduced.

EFFECTS OF PHYSICAL INJURY TABLE

BasePoints Physical Appearance and Penalties


75-100% The character is at full or nearly full health. He may have visible bruises or minor cuts, but the character is otherwise fully fit.
50-74% The character has suffered a bit in combat, and has some stronger physical signs of damage. He may have some deep cuts or bruises, or sore or injured limbs that affect his performance. Both AC and attack rolls receive a 1 point penalty.
25-49% At this point, the character is showing heavy signs of injury. He may have deep lacerations and severe injury of body parts that greatly affect his movability. AC, attack rolls, and all physical abilities receive a 1 point penalty. This may mean a reduction in defensive adjustment (thus further reducing AC) when the character's Dexterity is reduced by 1.
Less than 25% Outward signs of harm are very severe. The character will exhibit terrible wounds, possibly still bleeding, will suffer great physical impairments, perhaps even broken bones, and will have an extremely difficult time with any physical activity. AC, attack rolls, all physical abilities, and saves relying on physical ability are penalized by 2 points. This also means his defensive adjustment must be recalculated at a Dexterity reduced by 2.
1 base point left(optional)* In addition to the penalties provided above, the character must make a system shock check during each round of physical exertion, such as travel (unless being carried in a litter or other reasonable means of transport), combat, or other demanding tasks. Failing this check means the character collapses into unconsciousness for 1d4 days or until special healing methods, such as magic or herbal poultices, are applied.
*Only apply this rule if the character has a maximum of five or more Base points.

Final notes, continued...
Also, in using this system, you may be tempted to allow certain methods of damage, such as called shots or backstabs, to do extra damage to the Base score. While this would demonstrate a higher level of effectiveness for certain, obviously lethal attacks, such as slitting a character's throat, it dilutes the purpose of Skill as explained herein. Taking the throat-slitting action for example, one may wish to say all damage of this type would be applied to the base points, thus making the attack more severe, or one may say this type of attack would kill the character outright. But, first, this is a fantasy world, and characters should be allowed to perform heroic feats, such as escaping from the precarious predicament of a dagger at the throat. Second, the possibility a character may escape from death in such a situation is reflected by his Skill points, which help him turn at just the right moment to make that throat attack miss the vital areas. Take for example the following scenario with two slightly different explanations for the outcome.

Our heroine Sasha the Swift is grabbed from behind by an evil brute who puts a dagger to her throat and demands she keep still while his friends rough up Sasha's inexperienced companions and loot the place. Sasha, being the heroine she is, decides she can't let this happen, so she makes a bold move to escape her captor's grasp. Feeling her attempts to escape, the captor twists the dagger, trying to open Sasha's throat.

Now, let's assume you (as the DM) allow the captor's attack to automatically succeed (after all, you probably forced him to make an attack roll to grab Sasha by the throat in the first place), and the dagger attack inflicts 3 points of damage. Two possible interpretations can be made to describe Sasha's heroic escape.
First example: Assuming a successful Skill check is made for Sasha, all 3 points of damage will be applied to her Skill score, and none will be applied to her Base. The results could be described something like this:

Sasha attempts her bold escape, and her amazing swiftness allows her to twist just enough in her captor's arms so only the flat of the blade hits her neck. Immobilizing her attacker's arm, she spins completely free and whips around to face him in a fair fight.

Second example: Let's say, instead, Sasha fails her Skill check. One point of damage is removed from her Base score, and the other 2 points reduce her Skill score by 2. The slightly modified scene description would be something like this:

Sasha's attempt to escape her captor's hold is successful, but the tip of the dagger slides across the base of her neck, just missing the vital arteries. Sasha slips away, turning to face her captor, the warm blood dripping down her neck reminding her how precarious her position had been.

This, as this author and DM views it, is how the AD&D hit point system was intended to be viewed, and the system just presented to you can help you reflect that intention within the actual mechanics of your games.


Dragon Ninja

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