My proposed Injury System [Archive] - Wizards Community

Post/Author/DateTimePost
keyunp

06-09-04, 10:58 PM
INJURY & SPELL STRAIN

DEFINITIONS:
Armor no longer adds to AC.
Shields still add to AC.
Hit: gives –1 on Injury saves and Knock Out saves.
Bruise: gives –1 to Knock Out saves and Spell Strain saves.
Strain: gives –1 to Spell Strain saves.
Injury and Knock Out saves are based on a Fortitude save with a DC of 15 + modified damage (see below)
Every time, in one day, have receive more bruises then half your constitution score, you take a hit and must make a Knock Out save (DC 15)

HEALING:
Healing spells will heal 1 hit and 1 bruise per die that they would roll.
A full nights rest heals (1 + Con bonus) bruises and then converts (1 + Con bonus) hits into bruises.
A full day (24 hours) of complete bed rest heals (2 + Con bonus * 2) bruises, and then converts (2 + Con bonus * 2) hits into bruises.
Every 8 hours you heal (1 + Con bonus) bruises

COMBAT
After being hit and taking (lethal) damage you make an Injury save.
If you succeed: no ill effect
If you fail by no more then (armor bonus) you take a bruise.
If you fail from between (armor bonus) to (10 + armor bonus) you take a hit.
If you fail by (10 + armor bonus) or more, you are disabled.

After being hit and taking (nonlethal) damage you make a Knock Out save.
If you succeed there is no ill effect.
If you fail by no more then (armor bonus) there is no ill effect.
If you fail from between (armor bonus) to (10 + armor bonus) you take a bruise.
If you fail by (10 + armor bonus) or more, you are staggered.

CONDITIONS:
Disabled: Only single move or standard action.
Taking a standard action or strenuous activity worsens you to dying.
Dying: You are unconscious and each round must make an Injury save (DC 10, +1 per turn after the first)
If failed, you die.
If succeed by less then 5: no change.
If succeed by 5 or more but less then 10: stable but unconscious.
If succeed by 10 or more, he becomes conscious and disabled.
Heal check (DC15) to improve to stable
If hit while dying, you die.
Staggered: Only single move or standard action.
Taking a standard action or strenuous activity worsens you to unconscious.
Unconscious: Only action is to dream. :)

WEAPON DAMAGE
Simple / Marital weapons do the base listed damage. Specific martial weapons and exotics are may vary.
Critical: First # is on a confirmed natural to hit roll. Second # is the automatic hit before making an Injury save.


Light 1 Handed 2 Handed
Simple 0 1 2
- crit 20/1 hit 20/1 hit 20/2 hits
Martial 1 2 3
- crit 20/1 hit 20/2 hits 20/2 hits
or 19/1 hit or 19/1 hit



STR modr Off Hand Primary 2 Handed (and not light)
-4 -4 -3 -2
-3 -3 -2 -1
-2 -3 -2 -1
-1 -2 -1 0
+1 0 +1 +1
+2 0 +1 +2
+3 +1 +2 +3
+4 +1 +2 +4
+5 +2 +3 +5



SPELL STRAIN

For all spell casters, this is similar to physical injury, but with Will saves.
Will save DC: 10 + (spell level x 2). Hits and Bruises affect this as well. No matter the result, the spell is still cast.
If you succeed: no ill effect
If you fail by less then 10 you take a Strain. Each Strain gives –1 on further saves.
If you fail by 10 or more, you are exhausted.
If you take a strain after being exhausted you become disabled (as per injury).
If you take a strain after being disabled you become dying (as per injury).