Thursday, May 26, 2016

Miss Points - Part II

So this is what we'll be using this weekend as the Stumblebums strike out from Hirot...

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.

For each successful attack against a character that drops the character to 0 hit points, as well as for every successful attack against a character when that character is currently at 0 hit points, the Death, Dismemberment, and Injury table is consulted (See Below).

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:

  1. Choose an attribute to “burn”. This serves not only as a source, but as a Base Target Number.
  2. Add your current Luck modifier and Level to the base target number – this is your final Target Number (TN).
  3. Roll 1d20 Under your Target Number.
  4. 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
Halfling: Personality


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.

Quiet Reserve: This represents the character digging down deep through sheer force of will to avoid taking damage. The character can reduce Personality 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


Recovery

Miraculous Healing TBD

Tuesday, May 17, 2016

When are Hit Points Misses

I’ve been kick around my hit point alternative lately – now that I’m running a game once or twice a month, I’m thinking of implementing a different approach. This is nothing new – it’s cobbled together from a bunch of different sources including the original sources of the Death and Dismemberment tables I talked about over a year ago, as well as rules discussions in the DCC communities and Land of Phantom/Scott Mathis’ Transylvanian Adventures.

This is a first draft…pretty bare bones. But I think it gives the general idea of where I see this going. I’m really curious to see if this makes characters nearly indestructible or introduces an interesting choice in combat that could add to the tales told round the fire.

With some minor tweaks (mostly to adjust some DCC-specific things), it could be used in a number of D&D-esque games.

I’d love to hear what you think about it…good or bad.

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.

For each successful attack against a character that drops the character to 0 hit points, as well as for every successful attack against a character when that character is currently at 0 hit points, the Death, Dismemberment, and Injury table is consulted (See Below).

Hit Point Recovery

No matter the method, a character’s hit points cannot recover beyond the character’s maximum hit point score. 

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:

  1. Choose an attribute to “burn”. This serves not only as a source, but as a Base Target Number.
  2. Add your current Luck modifier and Level to the base target number – this is your final Target Number (TN).
  3. Roll Under your Target Number.
  4. 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 1d5 + Level hit points. Reduce the chosen Attribute by A.
  • Roll = 1: Critical Success! You gain 1d5 per level hit points. Reduce the selected Attribute by A.
  • Roll = TN + 1: Fumble! You do not gain hit points. Reduce the selected Attribute by 2A.
  • Roll > TN +1: Failure! You do not gain hit points. Reduce the selected Attribute by A.
  • A = A + 1

Attributes you can burn

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.

Quiet Reserve: This represents the character digging down deep through sheer force of will to avoid taking damage. The character can reduce Personality to recover hit points.


Recovery After Combat

Immediately after combat, when a character has a chance to rest for at least six (6) rounds (1 minute), that character recovers 1d3 + Level hit points.

For each full turn of rest, a character recovers 1d4 + Level hit points.


For each full night of rest, a character recovers 1d5 hit points per level.

Physical Damage and Recovery


Death, Dismemberment, and Injury

Insert Table here (seeprevious post)

Recovery


Miraculous Healing TBD