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game_systems:combat:health [2025/06/21 06:04] – [Wounds] elfinlocksgame_systems:combat:health [2025/12/15 06:03] (current) reon
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-====== Health, Resistance, & Injuries ======+====== ARCHIVED Health, Resistance, & Injuries ======
  
  
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 ===== Wounds ===== ===== Wounds =====
  
-All characters possess a number of **Wound Points** for each part of their body. The Head, Legs, and Arms are all referred to as **Limbs**, and the Body possesses its own separate Wound pool as well. An attacker may target a specific Limb by taking a -4 penalty on their attack roll. An attack that is not specifically targeted affects the body (this includes damage-dealing effects without an attack roll involved, such as a [[priority:magic:spells:tier3:elemental_blast|Fireball]]). If a character reaches -1 or fewer Wound points on a limb or bodythey risk bleeding out, unless they are stabilized by making a Fortitude save or through appropriate magic. +All characters possess a number of **Wound Points** for each part of their body. The Head, Legs, and Arms are all referred to as **Limbs**, and the Body possesses its own separate Wound pool as well. An attacker may target a specific Limb by taking a -4 penalty on their attack roll. An attack that is not specifically targeted affects the body (this includes damage-dealing effects without an attack roll involved, such as a [[priority:magic:spells:tier3:elemental_blast|Fireball]]). If a character reaches -1 or fewer Wound points on a limb or body they gain the Dying condition 
  
 Wounds may only be restored through specific means. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways: Wounds may only be restored through specific means. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways:
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   * **Surgery:** This is the way nonmagical folk handle their injuries. To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the Heal DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice. Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.   * **Surgery:** This is the way nonmagical folk handle their injuries. To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the Heal DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice. Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.
  
----- 
- 
-<WRAP center column> 
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ Wound  ^ Heal DC  ^ ^ Wound  ^ Heal DC  ^
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 | Legs   | 15       | | Legs   | 15       |
 | Arms   | 15       | | Arms   | 15       |
-</WRAP> 
  
 ---- ----
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   * **Head:** The Head possesses Wound Points equal to your Constitution score.    * **Head:** The Head possesses Wound Points equal to your Constitution score. 
       * When under 50% Wounds on Head, Initial: Blinded for one round, afterwards Impaired till healed.        * When under 50% Wounds on Head, Initial: Blinded for one round, afterwards Impaired till healed. 
-      * If the Head reaches 0 Wounds, the character is unconscious. If the Head equals a number of negative Wounds equal to or exceeding the character's Constitution score, the character dies.+      * If the Head reaches 0 Wounds, the character is Dying. If the Head equals a number of negative Wounds equal to or exceeding the character's Constitution score, the character dies gaining the Dead condition.
      
   * **Arms:** An Arm has Wound Points equal to your Constitution score.    * **Arms:** An Arm has Wound Points equal to your Constitution score. 
-      * Under 50% wounds on Body, Initial: Stunned for one roundafterwards Fatigued till healed. +      * Under 50% wounds on Arm, Initial: Drops any held item in that arm-4 on any attacks made with just that arm, or -2 on any attacks using both arms till healed. 
       * If the Arm reaches 0 or less Wounds, it ceases to function, and the character drops any items held in that Arm. If the Arm equals of a number of negative Wound Points equal to or exceeding the character's Constitution score, the Arm is severed off, or otherwise permanently unusable.        * If the Arm reaches 0 or less Wounds, it ceases to function, and the character drops any items held in that Arm. If the Arm equals of a number of negative Wound Points equal to or exceeding the character's Constitution score, the Arm is severed off, or otherwise permanently unusable. 
      
   * **Legs:** A Leg possesses Wound Points equal to your Constitution score.    * **Legs:** A Leg possesses Wound Points equal to your Constitution score. 
-      * Under 50% wounds on Arm, Initial: Drops any held item in that arm-4 on any attacks made with just that arm, or -2 on any attacks using both arms till healed. +      * Under 50% wounds on Leg, Initial: Immobilized for one roundafterwards Hindered till healed. 
       * If the Leg reaches 0 or less Wounds, it ceases to function, halving the move speed of the creature (if bipedal). If the Leg reaches negative Wounds equal to or exceeding the character's Constitution score, the Leg is severed off, or otherwise permanently unusable. If both legs are 0 or less Wounds, the character may only crawl, at a static 5 ft. of movement per Move Action.       * If the Leg reaches 0 or less Wounds, it ceases to function, halving the move speed of the creature (if bipedal). If the Leg reaches negative Wounds equal to or exceeding the character's Constitution score, the Leg is severed off, or otherwise permanently unusable. If both legs are 0 or less Wounds, the character may only crawl, at a static 5 ft. of movement per Move Action.
      
   * **Body:** The Body possesses Wounds equal to twice the character's Constitution score.    * **Body:** The Body possesses Wounds equal to twice the character's Constitution score. 
-      * Under 50% wounds on Leg, Initial: Immobilized for one round, afterwards Hindered till healed.  +      * Under 50% wounds on Body, Initial: Stunned for one round, afterwards Fatigued till healed.  
-      * If the Body reaches 0 Wounds, the character is unconscious. If the Body equals a number of negative Wounds equal to or exceeding the character's Constitution score, they die.+      * If the Body reaches 0 Wounds, the character is Dying. If the Body equals a number of negative Wounds equal to or exceeding the character's Constitution score,they gain the Dead condition 
 + 
 +===== Death and Dying ===== 
 + 
 +Gaining the Death condition can spell the end for a character, however depending on the setting it may not truly be the end. There are three ways to remove the Dead condition 
 + 
 +  * Path of the Healer 
 +  * Burning a hero point 
 +  * Powerful Magic/Divine intervention 
 + 
 + The following are optional rules to be used in settings where death is not the end 
 + 
 +=== Heroic Rules === 
 + 
 +With these rules the Death condition is removed and replaced with "Down and Out". Meaning the character now needs extensive recovery time to heal the injuries but is not dead. Treat this just as recovering from negative wounds in healing, however there is no cap on how much negative wounds the character can have. The only time a PC would die is if the GM and Player both agree it is very fitting and cinematic. 
 + 
 +=== One Life === 
 + 
 +Death is absolutely final, no amount of healing or magic can restore a person. This rule set also removes the ability to burn a hero point to avoid death.  
 + 
 +===== Death in a Setting ===== 
 + 
 +A GM should consider how death is viewed in their setting. Is it something that is a minor inconvenience, or something utterly permanent? The base rules of Pathrunner only allow resurrection under strict conditions, normally directly after death. Reviving a long dead person can lead to large scale narrative concerns
  
 +This does not mean that this magic //doesn't// exist in a setting, but it should be used carefully.Resurrection magic can create interesting stories, but for the mechanics of Pathrunner, it has been largely omitted.