I tried to simplify a few things...and add some class-based aspects to give it a little more..fun?
Hit Point Damage and Recovery
Damage is determined using the same
rules described in DCC
RPG. But in The Broken Earth,
hit points represent the ability of the character to avoid serious damage
through a combination of influences including, but not limited to, luck, skill,
and stamina. It does not represent significant physical damage. A character
with only a few hit points remaining might be exhausted, just a split-second
slower, and/or at wit’s end; but the character has only taken minor cuts, bumps,
and bruises.
Hit Point “Damage”
“Damage” is applied directly to hit
points. This does not necessarily mean the character has taken actual physical
damage…yet.
Hit Point Recovery
No matter the method, a character’s hit points cannot recover beyond the character’s maximum hit point score.
Each class has a Recovery Die, or RD. It is, in general, one
half of the class hit die:
Cleric: 1d4
Thief: 1d3
Warriors: 1d6
Wizards: 1d2
Dwarf: 1d5
Elf: 1d3
Halfling: 1d3
Recovery During Combat
When in combat, a character can regain hit points – a representation of regaining composure, catching one’s breath, or otherwise restoring the ability to avoid serious physical damage. This is handled through the Step Back mechanic. The Step Back mechanic allows a character to burn, or reduce, an attribute in order to regain hit points during combat.
The Step Back Mechanic
No other actions can be taken in a round in which the Step Back – it accounts for all action die use for the round. The character does not disengage from combat. Therefore, any enemy can continue to engage in combat with the character.
In general, the Step Back works as follows:
- Choose an attribute to “burn”. This serves not only as a source, but as a Base Target Number.
- Add your current Luck modifier and Level to the base target number – this is your final Target Number (TN).
- Roll 1d20 Under your Target Number.
- Reduce the selected attribute by the number of attempts in a day (cumulative).
The algorithm is as follows:
- A = number of attempt today.
- Roll = 2 to TN: Success! You gain 1 RD + Level hit points. Reduce the chosen Attribute by A.
- Roll = 1: Critical Success! You gain 1RD per level hit points. Reduce the selected Attribute by A.
- Roll > TN +1 < 20 : Failure! You do not gain hit points. Reduce the selected Attribute by A.
- Roll = 20: Fumble! You do not gain hit points. Reduce the selected Attribute by 2A.
- A = A + 1
Attributes you can burn
In addition to Stamina, each character class can burn one
other attribute to regain hit points:
Cleric: Personality
Thief: Agility
Warriors: Strength
Wizards: Intelligence
Dwarf: Strength
Elf: Intelligence
Not Today: This represents the character drawing on sheer physical strength to continue to avoid taking damage. The character can reduce Strength to recover hit points.
Rub Some Dirt On It: This represents the character ignoring the accumulated fatigue of battle to continue to avoid taking damage. The character can reduce Stamina to recover hit points.
Not So Fast: This represents [[INSERT SOMETHING HERE]] to avoid taking damage. The character can reduce Agility to recover hit points.
Come On, Focus: This represents the character ignoring the mind-fog of combat to continue to avoid taking damage. The character can reduce Intelligence to recover hit points.
Recovery Outside of Combat
For each full turn (1 Hour) of rest, a character regains 1 RD per level.
Physical Damage and Recovery
If a successful attack (or similar) takes a character to 0
hit points, or if an attack is successful on a character who is already at 0
hit points, a roll is made on the Death, Dismemberment, and Injury Table.
Physical Damage
3d6
|
Result
|
Description
|
Effects of Multples (optional)
|
Natural Healing
|
Dice Equivalent
|
3-
|
Death
|
If Critical Hit, decapitated. Otherwise, a grievous wound
(snapped spinal column, stabbed Aorta, Brain Penetration) that causes death
before the end of the round.
|
NA
|
NA
|
5
|
4-5
|
Mortal Wound
|
Gutted, stabbed through lung, broken back, severed limb. Die
in 4d4 Rounds.
|
Two Mortal Wounds results in Saving Throw; failed Saving
Throw increases effect to Instant Death
|
NA
|
4
|
6-8
|
Major
Wound |
Major broken bone, severe laceration, or other injury.
Results in -3 (cumulative) to all rolls; 1 in 2 chance the injury
affects movement.
|
Third Major Wounds results in Saving Throw; failed Saving
Throw increases effect to Mortal Wound.
|
Will heal 3d4+4 Weeks. If unattended, 1d6 additional weeks
and 30% chance of healing improperly.
|
3
|
9-12
|
Minor
Wound |
Minor broken bone, minor laceration, or other injury.
Results in -1 (cumulative) to all rolls; 1 in 6 chance the injury
affects movement.
|
Four Minor Wounds results in Saving Throw; failed Saving
Throw increases effect to Major Wound.
|
Will heal in 1d4+4 weeks.
If unattended, 1d2 additional weeks.
|
2
|
13-15
|
Stunned
|
Stunned for 1d4 rounds; 1 in 2 chance of being knocked down; 1 in 6 chance of
being knocked unconscious.
|
Fifth Stun results in Saving Throw; failed Saving Throw
increases effect to Minor Wound.
|
1d4 rounds
|
1
|
16-17
|
No Effect
|
Your Luck has saved you once again.
|
NA
|
NA
|
NA
|
18+
|
Adrenaline
Rush |
A flood of adrenaline flows through your system returning
1d4 Hit Points per level. In 2d6 rounds, this effect fades and the character
is reduced to 1d6 hit points and must make a saving throw or be stunned for
1d4 rounds.
|
NA
|
NA
|
NA
|