Combat

Combat

Wounds

I’ve been reduced to 0 HP (or below). Now what? You have a choice. You can either be tak­en out of the fight or you can sol­dier on.

  1. If you are tak­en out of the fight, you fall to the ground, unable to con­tin­ue.
    1. You remain at 0 HP.
    2. You can­not par­tic­i­pate in the rest of the encounter UNLESS some­one admin­is­ters heal­ing mag­ic to you, e.g., cure light wounds.
    3. You gain one lev­el of exhaus­tion.
    4. If the blow that reduced you to 0 HP (or below) was a crit­i­cal hit, you take CON dam­age and are wound­ed and must roll on the table below, as per 2C‑E.
  2. If you sol­dier on, you can keep fight­ing but you run the risk of seri­ous injury.
    1. You remain at 0 HP until you take fur­ther dam­age.
    2. You gain a lev­el of exhaus­tion.
    3. Any fur­ther dam­age you take is sub­tract­ed from your con­sti­tu­tion score.
    4. Any fur­ther dam­age you take wounds you. Roll 2d10 and add the dam­age you take from this attack to the result. Com­pare this num­ber to the wound table below, rolling accord­ing­ly for fur­ther details.
    5. If your con­sti­tu­tion reach­es 0, you die.
  3. Wounds are bad news, hav­ing both imme­di­ate and long term con­se­quences, and heal slow­ly.
    1. Imme­di­ate:
      1. You might pass out from the pain. Make a Con save DC 10 (injury), 20 (maim­ing), or 25 (destruc­tion).
      2. You might die of shock. If you are maimed, make a sin­gle Wis save DC 7. If some­thing is destroyed, make a Wis save DC 12.
    2. Long Term:
      1. Injuries leave small scars and maim­ing leaves large scars. Destruc­tion is…worse.
      2. Injuries run a small risk of infec­tion, requir­ing a sin­gle DC 10 Con save the day after the wound. Maim­ing runs a high­er risk, requir­ing dai­ly Con saves DC 10 + num­ber of days since wound­ing. Destruc­tion runs an even high­er risk, requir­ing dai­ly DC 12 + num­ber of days since wound­ing. If infect­ed, a char­ac­ter is inca­pa­ci­at­ed for three days before dying.
    3. Heal­ing:
      1. Infec­tion and risk of infec­tion is end­ed with a DC 12 med­i­cine check (with an herbal­ism kit or equiv­a­lent).
      2. Injuries per­sist until all Con­sti­tu­tion dam­age is healed. Maim­ing per­sists until all Con­sti­tu­tion dam­age is healed and a DC 10 med­i­cine check is made dai­ly for sev­en days. Destruc­tion is per­ma­nent.
      3. Your con­sti­tu­tion score heals at the rate one 1 / long rest + 1 per HD spent (includ­ing dur­ing a short rest).
      4. Note that this does affect your max­i­mum HP.
Result (2d10+Damage) Sever­i­ty Loca­tion (1d10) Effect
3–20 Injured 1–2 Leg Speed ‑10’, dis­ad­van­tage on all actions involv­ing legs, e.g., jump­ing (1–4 Left, 5–6 Right)
3 Hand Dis­ad­van­tage on fine motor actions, e.g., attacks (1–4 Non­dom­i­nant, 5–6 Dom­i­nant)
4–5 Tor­so Dis­ad­van­tage on all actions involv­ing Str or Dex
6–7 Arm Dis­ad­van­tage on all actions with arm (1–4 Non­dom­i­nant, 5–6 Dom­i­nant)
8 Eye Dis­ad­van­tage on all actions involv­ing vision (1–3 Left, 4–6 Right)
9–10 Brain Dis­ad­van­tage on all rolls
21–29 Man­gled 1–2 Leg Speed 0’, dis­ad­van­tage on all actions involv­ing legs, e.g., jump­ing (1–4 Left, 5–6 Right)
3 Hand Unus­able (1–4 Non­dom­i­nant, 5–6 Dom­i­nant)
4–5 Tor­so Speed ‑10’, dis­ad­van­tage on all actions involv­ing Str or Dex
6–7 Arm Arm unus­able (1–4 Non­dom­i­nant, 5–6 Dom­i­nant)
8 Eye Dis­ad­van­tage on all actions involv­ing vision (1–3 Left, 4–6 Right)
9–10 Brain Dis­ad­van­tage on all rolls
30+ Maimed 1–2 Leg Speed 0’, dis­ad­van­tage on all actions involv­ing legs, e.g., jump­ing (1–4 Left, 5–6 Right)
3 Hand Unus­able (1–4 Non­dom­i­nant, 5–6 Dom­i­nant)
4–5 Tor­so Speed ‑10’, dis­ad­van­tage on all actions involv­ing Str or Dex
6–7 Arm Arm unus­able (1–4 Non­dom­i­nant, 5–6 Dom­i­nant)
8 Eye Dis­ad­van­tage on all actions involv­ing vision (1–3 Left, 4–6 Right)
9–10 Brain Dis­ad­van­tage on all rolls

Critical Hits

For crit­i­cal hits, max­i­mum dam­age is dealt, e.g, for a long sword that deals 1d8 dam­age, it would deal 8 dam­age on a crit­i­cal hit. The aver­age amount of crit­i­cal hit dam­age remains the same and this elim­i­nates dis­ap­point­ing 1x2 results.

Initiative

Use the oppo­nents ini­tia­tive (10+initiative mod­i­fi­er) as a DC and play­ers’ ini­tia­tive roll as a check. If they pass, they go before the oppo­nent. If they fail, they go after. Encour­age play­ers to dis­cuss what they are doing togeth­er and then car­ry out their plan at once.

Inspiration

When a char­ac­ter has inspi­ra­tion, they can spend it to can­cel dis­ad­van­tage or give them­selves advan­tage. Only one point of inspi­ra­tion can be had at a time.

Vanquished Foes

Pro­vide inspi­ra­tion for all PCs when a foe with a CR greater than the aver­age lev­el of the par­ty is felled.

Momentum

Any PC that scores a crit­i­cal hit receives inspi­ra­tion. Any PC that fum­bles los­es inspi­ra­tion.

Flawless Victory

All PCs involved in com­bat receive inspi­ra­tion if PCs are vic­to­ri­ous and take no dam­age.

 

Accomplishment

Pro­vide inspi­ra­tion for all PCs involved when the par­ty accom­plish­es a long-stand­ing goal.

Advantage & Disadvantage

Rolls made with advan­tage are rolled twice, with the high­er result being tak­en. Rolls made with dis­ad­van­tage are rolled twice, with the low­er result being tak­en. Advan­tages and dis­ad­van­tages don’t stack, and if one con­di­tion pro­vides advan­tage and anoth­er impos­es dis­ad­van­tage, they can­cel each oth­er out.

Distraction

When mul­ti­ple com­bat­ants face a sin­gle com­bat­ant in melee, one com­bat­ant can use an action to give anoth­er com­bat­ant advan­tage.

Mob Rules

When a com­bat­ant is com­plete­ly sur­round­ed by oppo­nents, e.g., eight oppo­nents for a medi­um or small­er crea­ture, all oppo­nents have advan­tage.

Higher Ground

Attack­ing from high­er ground, whether melee or ranged, pro­vides advan­tage.

Surprise

If an oppo­nent is attacked before they are aware of the attack­er, the attack­er has one free round before ini­tia­tive and has advan­tage until the opponent’s first turn. Ambush­es are dead­ly.

Unarmed

If an armed com­bat­ant attacks an unarmed oppo­nent, the attack is made with advan­tage.

Mounted

When attack­ing in melee from a mount and the oppo­nent is small­er than the mount, attack with advan­tage.

Prone

When attack­ing a prone oppo­nent in melee, attack with advan­tage. When attack­ing from prone, attack with dis­ad­van­tage.

Dodge

When a com­bat­ant uses an action to dodge, all oppo­nents attack with dis­ad­van­tage until the begin­ning of the combatant’s next turn.

Firing into melee

When fir­ing into melee, attack with dis­ad­van­tage. If the fail­ure is crit­i­cal, the judge deter­mines which unin­tend­ed tar­get is hit instead.

Poor visibility

Attacks made when vis­i­bil­i­ty is poor are made with dis­ad­van­tage.

var acc = document.getElementsByClassName("accordion"); var i; for (i = 0; i < acc.length; i++) { acc[i].addEventListener("click", function() { /* Toggle between adding and removing the "active" class, to highlight the button that controls the panel */ this.classList.toggle("active"); /* Toggle between hiding and showing the active panel */ var panel = this.nextElementSibling; if (panel.style.display === "block") { panel.style.display = "none"; } else { panel.style.display = "block"; } }); }