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==Effects of Damage (p104)==
 
==Effects of Damage (p104)==
  
Record your Bloodied value underneath your hit points; this is equal to one half of your full hit points. The first half of your hitpoints represent bruising, minor fatigue, minor cuts and grazes. Drop into the second half (Bloodied) and you're into major fatigue, heavier bruising, more serious cuts, muscle pulls and so on, which give a -1 to hit, Proficiencies and saves and movement is reduced by 30'.
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Record your Bloodied value underneath your hit points; this is equal to one half of your full hit points. The first half of your hitpoints represent brusing, minor fatigue, minor cuts and grazes. Drop into the second half (Bloodied) and you're into major fatigue, heavier brusing, more serious cuts, muscle pulls and so on, which give a -1 to hit, Proficiencies and saves and movement is reduced by 30'.
  
Hit zero (and up to negative your Constitution score) and you're in danger of going unconscious, having to make a Fort (Poison and Death) save every round to stay with it. Even then you're at a -2 to hit, Proficiencies and saves, and movement reduced by 60'. Fail a save or drop below negative your Constitution and you're unconscious (and we get into Mortal Wounds).  
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Hit zero (or up to negative your Constitution score) and you're in danger of going unconscious, having to make a Fort (Poison and Death) save every round to stay with it. Even then you're at a -2 to hit, Proficiencies and saves, and movement reduced by 60'. Go below negative your Constitution and you're automatically unconscious (and we get into Mortal Wounds).
  
  
 
==Healing (p105)==
 
==Healing (p105)==
  
Natural healing is equal to half your level in hp per day. If this is less than 1hp, then you take a number of days equal to that fraction to recover one hp. This is halved if a character is Bloodied (once you are above ½ maximum you return to the normal rate). This is doubled if under the care of someone with the Healing Proficiency. Furthermore, for every week of complete rest (no major exertion such as combat, running, swimming and so on), you recover an additional amount of hit points equal to your Con bonus.
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Natural healing is equal to your level in hp per day. This is halved if a character is Bloodied (once you are above ½ maximum you return to the normal rate). This is doubled if under the care of someone with the Healing Proficiency.
 
 
Note that the healing times required to return to 1hp from the Mortal Wounds table still apply.
 
  
  
 
''Design note: Dual-pronged change here. One turning hit points into actual measure of health - though you aren't meaningfully injured until you get to 0, and improving natural healing rates unless you've dropped into incapacitated.''
 
''Design note: Dual-pronged change here. One turning hit points into actual measure of health - though you aren't meaningfully injured until you get to 0, and improving natural healing rates unless you've dropped into incapacitated.''
  
 
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''I still need to think about healing rates for incapacitated characters, who have actual injuries rather than cuts and bruises.''
  
  
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*Good armour: Reduce Encumbrance by one stone.
 
*Good armour: Reduce Encumbrance by one stone.
 
*Exceptional armour: Reduce Encumbrance by one stone and +1AC.
 
*Exceptional armour: Reduce Encumbrance by one stone and +1AC.
 
Better quality armours are tailor-made for their wearer, and cannot simply be taken from one person and worn by another. They require the attentions of an armourer to refit them for a new wearer, and until that has happened, function as regular armour of the same type.
 
  
  
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Furthermore, the effects of Middle and Old age are ameliorated somewhat. Those new ability score adjustments are as follows:
 
Furthermore, the effects of Middle and Old age are ameliorated somewhat. Those new ability score adjustments are as follows:
*Youth: -2 Str, -2 Int, -2 Wis
 
 
*Middle Aged: -1 Dex, -1 Con
 
*Middle Aged: -1 Dex, -1 Con
*Old: -1 Str, -1 Dex, -1 Con, -1 Cha (Cumulative: -1 Str, -2 Dex, -2 Con, -1 Cha)
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*Old: -1 Str, -1 Dex, -1 Con, -1 Cha
*Ancient: -2 Str, -2 Dex, -2 Con, -2 Cha (Cumulative: -3 Str, -4 Dex, -4 Con, -3 Cha)
 
  
  

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