Archer
Swashbuckler
För de som ogillar Hitpoints, och vill ha andra lösningar till D20 systemet (primärt D&D) satte jag mig och knåpade ihop följande. Det är inte vidare stavningskontrollerat, och är bara rakt av texten som jag skrev ned den som idéen utvecklades i mina tankar. Det är nog troligt att jag missat att täcka något i reglerna, men detta är i alla fall grunden.
Updatering 3: I denna tredje updatering har jag ändrat hur Penalties för wounds hanteras.
D20 ALTERNATIVE DAMAGE SYSTEM
Instead of counting loss of Hitpoints or their equivalent in a D20 system based RPG, these alternative rules take a different approach that incorporates the fact that the more damage a character has suffered the worse he performs. Eventually he looses consciousness and might even die. Contradictory to the standard rules of D&D and D20 Star Wars (the two systems I have most familiarity with) damage is not withdrawn from a pool of points, instead you gain damage as a number of damage points. The amount of damage a character can withstand with this system does not increase with level. However, if you use some of the optional rules, your ability to survive or withstand the effects of damage suffered increase with level.
DAMAGE LEVELS
Damage is measured in two forms; Damage level (DL) and Damage points (DP). The damage level is a direct measurement of how badly damaged your character is, and how close he is to becoming unconscious or even dying from the wounds he has suffered. Each of the damage levels represents a number of damage points that your character can suffer before his condition worsens and he progresses to the next damage level.
The different levels that are used and their effects are described below.
Barely wounded – Your character has suffered only minor damage, and it does not affect his performance in any significant way.
Wounded – Your character has suffered enough damage to affect his performance. Your character have several of the “wounded” levels, and for each additional he gains, it becomes harder for him to perform any actions. Each level has a Task Penalty assigned to it. When a character has suffered enough damage to reach that level, all his tasks resolution rolls (skill checks, attack rolls, and ability rolls, but not saving throws) suffers the penalty associated with that damage level. This penalty represents the effect of blood loss, chock and trauma has on the characters ability to perform anything.
Example: A character with a Wounded -4 damage level would subtract -4 from his skill checks, attack rolls and rolls based on any of his abilities.
The amount of “wounded” damage levels are dependent on how a heroic game you want to run. The default “wounded” damage levels are: Wounded -2, Wounded -4, Wounded -8, Wounded -16.
Seriously wounded – Your character has suffered so much damage that his condition is becoming dangerous. His performance is severely hampered by his wounds. Any physical action (movement, attack, walking, running, being moved etc.) will cause the wounds to worsen. Beyond the Task Penalty of the previous level, any such physical action means that the character takes one damage point of damage, due to bleeding (internal or external).
Beyond this, a seriously wounded character will not gain any benefit from natural healing until proper medical care has been received. Further, his condition needs to be stabilized (Heal skill check, DC 15) before he is able to take any physical action without the worsening of his condition.
Unconscious – Your character has suffered enough damage to loose consciousness. He can not act while unconscious and his condition continues to worsen. Each round the character gains another damage point, unless he is stabilized (Heal skill check, DC 15). If stabilized he will regain consciousness after a number of hours equal to the number of damage points he has gained in this damage level. When conscious he is unable to take any physical action, unless he is aided by another character.
Optional Rule: The character may make a Fortitude saving throw each round to remain conscious (DC 15 + amount of damage points on this damage level).
Dead – Your character has suffered enough points to be on the brink of death. As with the damage level before it, the characters condition is continuing to worsening. Each round he gains another damage points, unless his condition is stabilized (Heal skill check, DC 15). If the number of damage points gained in this damage level would be sufficient to cause him to progress to a next damage level, he is in fact dead.
If the character is stabilized he will remain unconscious, but is allowed a Fortitude saving throw each day (DC 15 + amount of damage points on this damage level) to regain consciousness.
Optional Rule: The character may make a Fortitude saving throw (DC 20 + amount of damage points on this damage level) for each point beyond the maximum number of damage points for this damage level, in order to remain alive. If the save is successful and the characters condition is stabilized, he will survive. In order to stabilize a character at this damage level, when this optional rule is used, a character must have the right equipment and succeed in a Heal check against a DC of 15 + amount of damage points gained in this damage level.
DAMAGE POINTS
Each time your character would loose hitpoints in the rules, he gains damage points. As damage points accumulate his condition will become worse and worse, until he looses consciousness and perhaps dies.
DAMAGE POINTS AND SUBDUAL DAMAGE
Subdual damage is gained in much the same way as in standard D&D rules. A character that accumulates enough points of subdual damage looses consciousness. A character can gain as much subdual damage as his Constitution score without ill effects. For each point beyond that the character must succeed with a Fortitude saving throw with a DC equal to the amount of subdual damage gained. A failure means that the character becomes unconscious.
Subdual damage is reduced with 1 point per half hour (or 2 points per hour).
DAMAGE POINTS AND DAMAGE LEVELS
Each damage level a character has represents a number of damage points that the character can suffer before progressing to the next damage level as his condition becomes worse. The amount of damage points depends on the characters Size group and his Constitution Ability Modifier, as shown below.
Size Damage points / Damage Level
Tiny 1 + Con mod.
Small 2 + Con mod.
Medium 4 + Con mod.
Large 6 + Con mod.
Huge 8 + Con mod.
Gargantuan 10 + Con mod.
Colossal 12 + Con mod.
HEALING
A character that is not participating in any strenuous activity, and has not gained any damage levels worse than wounded, or has received proper medical care, begin to heal naturally. For each day he reduces his number of damage points with an amount equal to 1 + his Constitution Ability Modifier per day.
If he does not perform any actions, and takes steps to maximize the effect of his rest, reduces his number of damage points with an amount equal to 2 + his Constitution Ability Modifier per day.
If the character receives medical care each day (Heal skill check DC 15) reduces his amount with an additional 1d3 points of damage points that day. This reduction can be furthered by special drugs, herbs, etc. if such are available in the campaign world. Their effectiveness varies, and may reduce the amount of damage points with another 1 to 4 points.
If any magical healing is used that would allow the character to regain a number of lost hitpoints, the healing reduces the number of damage points with the same amount.
TEMPORARY HITPOINTS
Any effect that would allow a character to gain an additional number of hitpoints gives the character a Damage Reduction (DR) of 1 point for each die of hitpoints the effect grants, for as long as the effects duration.
Updatering 3: I denna tredje updatering har jag ändrat hur Penalties för wounds hanteras.
D20 ALTERNATIVE DAMAGE SYSTEM
Instead of counting loss of Hitpoints or their equivalent in a D20 system based RPG, these alternative rules take a different approach that incorporates the fact that the more damage a character has suffered the worse he performs. Eventually he looses consciousness and might even die. Contradictory to the standard rules of D&D and D20 Star Wars (the two systems I have most familiarity with) damage is not withdrawn from a pool of points, instead you gain damage as a number of damage points. The amount of damage a character can withstand with this system does not increase with level. However, if you use some of the optional rules, your ability to survive or withstand the effects of damage suffered increase with level.
DAMAGE LEVELS
Damage is measured in two forms; Damage level (DL) and Damage points (DP). The damage level is a direct measurement of how badly damaged your character is, and how close he is to becoming unconscious or even dying from the wounds he has suffered. Each of the damage levels represents a number of damage points that your character can suffer before his condition worsens and he progresses to the next damage level.
The different levels that are used and their effects are described below.
Barely wounded – Your character has suffered only minor damage, and it does not affect his performance in any significant way.
Wounded – Your character has suffered enough damage to affect his performance. Your character have several of the “wounded” levels, and for each additional he gains, it becomes harder for him to perform any actions. Each level has a Task Penalty assigned to it. When a character has suffered enough damage to reach that level, all his tasks resolution rolls (skill checks, attack rolls, and ability rolls, but not saving throws) suffers the penalty associated with that damage level. This penalty represents the effect of blood loss, chock and trauma has on the characters ability to perform anything.
Example: A character with a Wounded -4 damage level would subtract -4 from his skill checks, attack rolls and rolls based on any of his abilities.
The amount of “wounded” damage levels are dependent on how a heroic game you want to run. The default “wounded” damage levels are: Wounded -2, Wounded -4, Wounded -8, Wounded -16.
Seriously wounded – Your character has suffered so much damage that his condition is becoming dangerous. His performance is severely hampered by his wounds. Any physical action (movement, attack, walking, running, being moved etc.) will cause the wounds to worsen. Beyond the Task Penalty of the previous level, any such physical action means that the character takes one damage point of damage, due to bleeding (internal or external).
Beyond this, a seriously wounded character will not gain any benefit from natural healing until proper medical care has been received. Further, his condition needs to be stabilized (Heal skill check, DC 15) before he is able to take any physical action without the worsening of his condition.
Unconscious – Your character has suffered enough damage to loose consciousness. He can not act while unconscious and his condition continues to worsen. Each round the character gains another damage point, unless he is stabilized (Heal skill check, DC 15). If stabilized he will regain consciousness after a number of hours equal to the number of damage points he has gained in this damage level. When conscious he is unable to take any physical action, unless he is aided by another character.
Optional Rule: The character may make a Fortitude saving throw each round to remain conscious (DC 15 + amount of damage points on this damage level).
Dead – Your character has suffered enough points to be on the brink of death. As with the damage level before it, the characters condition is continuing to worsening. Each round he gains another damage points, unless his condition is stabilized (Heal skill check, DC 15). If the number of damage points gained in this damage level would be sufficient to cause him to progress to a next damage level, he is in fact dead.
If the character is stabilized he will remain unconscious, but is allowed a Fortitude saving throw each day (DC 15 + amount of damage points on this damage level) to regain consciousness.
Optional Rule: The character may make a Fortitude saving throw (DC 20 + amount of damage points on this damage level) for each point beyond the maximum number of damage points for this damage level, in order to remain alive. If the save is successful and the characters condition is stabilized, he will survive. In order to stabilize a character at this damage level, when this optional rule is used, a character must have the right equipment and succeed in a Heal check against a DC of 15 + amount of damage points gained in this damage level.
DAMAGE POINTS
Each time your character would loose hitpoints in the rules, he gains damage points. As damage points accumulate his condition will become worse and worse, until he looses consciousness and perhaps dies.
DAMAGE POINTS AND SUBDUAL DAMAGE
Subdual damage is gained in much the same way as in standard D&D rules. A character that accumulates enough points of subdual damage looses consciousness. A character can gain as much subdual damage as his Constitution score without ill effects. For each point beyond that the character must succeed with a Fortitude saving throw with a DC equal to the amount of subdual damage gained. A failure means that the character becomes unconscious.
Subdual damage is reduced with 1 point per half hour (or 2 points per hour).
DAMAGE POINTS AND DAMAGE LEVELS
Each damage level a character has represents a number of damage points that the character can suffer before progressing to the next damage level as his condition becomes worse. The amount of damage points depends on the characters Size group and his Constitution Ability Modifier, as shown below.
Size Damage points / Damage Level
Tiny 1 + Con mod.
Small 2 + Con mod.
Medium 4 + Con mod.
Large 6 + Con mod.
Huge 8 + Con mod.
Gargantuan 10 + Con mod.
Colossal 12 + Con mod.
HEALING
A character that is not participating in any strenuous activity, and has not gained any damage levels worse than wounded, or has received proper medical care, begin to heal naturally. For each day he reduces his number of damage points with an amount equal to 1 + his Constitution Ability Modifier per day.
If he does not perform any actions, and takes steps to maximize the effect of his rest, reduces his number of damage points with an amount equal to 2 + his Constitution Ability Modifier per day.
If the character receives medical care each day (Heal skill check DC 15) reduces his amount with an additional 1d3 points of damage points that day. This reduction can be furthered by special drugs, herbs, etc. if such are available in the campaign world. Their effectiveness varies, and may reduce the amount of damage points with another 1 to 4 points.
If any magical healing is used that would allow the character to regain a number of lost hitpoints, the healing reduces the number of damage points with the same amount.
TEMPORARY HITPOINTS
Any effect that would allow a character to gain an additional number of hitpoints gives the character a Damage Reduction (DR) of 1 point for each die of hitpoints the effect grants, for as long as the effects duration.