Showing posts with label damage. Show all posts
Showing posts with label damage. Show all posts

Thursday, 24 July 2014

Baroque Poisons, Diseases, Stuns and Healing

Incentivized by renewed interest in our baroque spells project of last year I went ahead and completed another page in the very, very occasional series of the 52 Baroque Pages. This time the spinning die had indicated that page 33 of my 52 Pages should be given the "Baroque" treatment, that dealing with poisons, healing hit points, and the like.

Click to enlarge or read below
I decided to split the 52 items four ways, with four thirteen-entry tables that should by no means be interpreted as an attempt to somehow outdo twelve-entry tables. As before, the larger-type #13 entries are my idea of the best of the lot and may be held in reserve to substitute for a lackluster or inappoprriate outcome of the genuine d12. Not all of these, however, need be randomly chosen.

It is also my belief that all the HP recovery activities are much more fun than "taking a short rest" or whatever.

13 Rare Poisons
1.Rosy Tincture: eyes fill with blood, save or blinded, euphoric effect
2.Ingrate’s Milk: poison for baby’s lips that spares it but kills mother
3.Consensifer: paralytic, 1 hr; victims believe they just chose not to move
4.The Null Hypothesis: victim fails to see anything as important, 1 hr
5.Parrhestic Rigor: victim speaks whole truth for 1 day then dies choking
6.Implausible Gauntlets: selective paralysis of hands, feet, 1 day
7.Skuldine: shortens natural lifespan by 2d20 years; long-game poison
8.Gutwrench: too-good antiseptic, kills eubacteria in body, die in d6 days
9.Destiny Venom: kills in 7 days; only gaining 500 xp/level cures it
10.Complix: also envenoms foe’s blade on touch, hence, moral quandary
11.Justichor: medicine that cures most diseases but fatal to malingerers
12.Entheotoxin: makes blood ethereal, only cure is to shift to that plane
13.Legacy Wine: swell, empurple, die; made only from Legacy Wine victim’s last tears; paradox noted

13 Odd Diseases
1.Rust-beast Hyperaemia: if armor rusts into wound, -2 STR, CHA
2.Medusa’s Gallstones: drawback of petrification-save success, -2 CON
3.Displacer Dance: sidestep tic after teleport, -2 DEX until next level up
4.Pharaoh’s Wrack: aftereffect of mummy rot, freezes joints at angles
5.Numismiasis: infection on copper coins, crud webs fingers together
6.Hornflamm: d4-day ague from unicorn noses that neutralizes poison
7.Eargrub: infectious tune, when heard gives -4 INT, WIS for d6 days
8.Sainted Boils: -4 to all abilities, d6 weeks; sucking pus heals d6 HP/day
9.Monty’s Revenge: radiation coma from more magic items than WIS
10.Green Grippe: jealous flu makes host clean freak, spreads post-mortem
11.Esculent Scabs: can peel or bite off for d4 HP damage and 1 meal/day, food smell draws monster attacks
12.Griffon Fur Tick: bite in groin causes overconfidence, -2 to all abilities
13. Litchworm: eats maze in you, 30 days to live, magic-proof; only hope, enlarge self, send in reduced party


13 Nonlethal Damage Effects (at exactly 0 HP)
1.Subdued: if hit was with rope, whip or chain, victim obeys, 3 rounds
2.Intimidated: victim retreats, in preference to attack, for 1 day
3.Disordered: victim gapes in confusion, attacks at random
4.Opossum’d: victim falls to floor, appears dead for d6 minutes
5.Aggravated: victim attacks you at double speed 1 round, collapses
6.Ransomed: victim bargains for life with real or wishful treasure
7.Obligated: if victim is Lawful, unable to aggress against you for life
8.Agog: victim panics, flees by most unorthodox route
9.Near-Death: victim views afterlife in daze, returns in d6 minutes
10.Moonstruck: victim adopts new random persona, amnesic
11.Circle of Life: if victim is animal, it dies, another 3x bigger appears
12.Maledicta: victim throws dying curse, avoided if you spare him
13. Amen!: if hit was with holy symbol, victim adopts your faith

13 Idiosyncratic Hit Point Recovery Activities
1.Charging at an active foe with HD > your level, regain 1 HP/ level
2.Taking an hour-long stroll alone, deep in thought, regain d3 HP
3.Every 3 strong drinks you swig, you restore 1 HP
4.Meditation, 1 hour: roll WIS or under on d20 to recover d3 HP
5.Loudly denying frailty, regain your last 1 HP if 2+ others believe you
6.5% chance /hour asleep of lucid dream; adjust HP by d8-3; can die
7.Sleep in carcass of monster that damaged you for HP = its HD
8.Hot sexy love, 1 hour, exhausted for 2 more, 1 HP for coming last
9.Pity friend with 2x+ more damage than you have HP, recover 1 HP
10.1 hour hot bath with scrubbing buddy heals you like full night sleep
11.Once/week, permanently lose 1 HP to heal 2 HP/level by exertion
12.Character gains 1 HP spending 3 hours musing aloud on a theory of injury and heroism, may provoke NPCs to violence
13. Sir yes Sir! Heal 1 extra HP/day if slapped in the face by a higher level ally

Friday, 8 March 2013

One Page Damage

The rules for damage and healing. I'm particularly happy with "1 HP/level fatigue damage" because it covers so many situations - some to be expanded on in the wilderness rules in "52 Pages Expert Set". Walking through a rainstorm won't kill you, but it will make you less durable in your fight against those ogres.

"Injury" refers to my death and dismemberment table. I'll be refurbishing that a little, too.


Yes, I allow two saves for poison, just like getting knocked down to 0 HP won't usually kill you. I'm a softie like that.

Tuesday, 28 June 2011

The Battleship's Hit Points

Hit points evolved from the game Battleship? Close.

Dave Arneson in this interview traces the concepts of hit points (and armor class, for that matter) back to when he exapted his US Civil War ironclads rules to represent heroic characters in a skirmish game. Both this system and the Milton Bradley system are great to model floating hulls that can take only so much structural damage before sinking.

And by the way, the "hit or no hit" way armor works in D&D also comes from this simulation of a floating hull where the armor is part of the structure. A shell either bounces off or penetrates it. There is no partial damage reduction because there is no meaty interior to the armored shell.

So, all you 8th level fighters are running around absorbing hits like the Graf Spee. Ridiculous, from a simulation point of view. But perfectly adapted to a gamer's need to act heroically - and that, in the end, is why hit points won out in gaming over limb-maiming and eye-gouging wound systems. Arneson even noted that a main reason to adopt the battleship system was to protect heroic characters from the instant, low-probability death possible under the Chainmail rules.

The hit point system means you are a hero at full fighting capacity right to your last gasp. It doesn't wear you down in a death spiral of diminishing returns. And it's easier to choose your battles, withdraw from a hairy situation, know when you've had enough.

More realistic combat systems hold open the possibility of random death or disablement with every blow. With smart players, this can make for an interesting game. It deters players from going into combat with weak creatures just to rack up experience points; makes them afraid to fight and eager to embrace alternative solutions. But sometimes you do want a game where characters fearlessly fight on, and hit points help that along.

My preference is for a game system that hedges its bets, combining these two features in a fair and fun way. Early on in D&D, house rules often adopted critical hit systems to make combat more realistic and deadly - the most influential of these being Iron Crown's Arms/Claw Law which would later evolve into the Rolemaster system. These also seem to be inspired by the critical hits found in some naval warfare systems, simulating lucky shots that blow up a ship's powder magazine or kill its captain. All very well when you have no personal investment in this or that ship. But the problem, as Gygax astutely notes in AD&D, is that spearing monsters through the eye may be fun, but having your own heroic character speared through the eye is not so fun.

The alternative Gygax proposed was a system of critical injury at zero or negative hit points, where player characters could still survive but were in danger of bleeding out at -10, losing 1 hp/round. Later refinements on this system have tied the negative points to Constitution, applied damage beyond hit points to ability scores more generally (for example Errant RPG), or effectively scored random critical hits with each blow received at zero or less (for example, the many variants on death and dismemberment tables).

In actual play, the last of these gives a nice balance; a zone where characters feel safe, and then a zone where they are at risk of death but still can survive by luck, and get afflicted with really impressive scars, maimings and war wounds. More on the nuts and bolts of that system next post.

Tuesday, 10 May 2011

My Take on Damage from Travel

My personal requirements for using the intriguing idea variously developed by Zzarchov, Anthony and Alexis here and here and here:

  • Players traveling in less than ideal conditions should risk daily damage to Hit Points.
  • The damage must be real Hit Points and heal in the standard manner - no extra bookkeeping. 
  • The damage should scale, so that high level characters do not outlast low level ones to a ridiculous degree.
  • Easy to remember.
So: Damage can be taken from Bad Going as well as Bad Weather. Each day, check damage in the mid-afternoon based on the average events that day. Each character rolls 1d6 per 10 hit points he or she currently possesses*. A roll less than or equal to the Hazard Number means you take damage equal to the amount of the roll. At less than 10 hp, you still roll but take half damage (round up). 

* (Or for an Alexis-inspired variant, 1d6 each day, plus an additional d6 per 3 full days gone by without spending a day or night in a safe place.)

What's the Hazard Number? Take a base of 0...

Worst Going (swamp, dense forest, mountains): +3
Worst Weather (2 on a 2d6 weather roll; pouring rain, blizzard, baking heat): +3
Bad Going (hills, woods): +2
Bad Weather (4 or less on 2d6; raining, snowing, hot and humid): +1
Average Going (plains, countryside): +1; Average Weather: +0

Following a trail, road, or a guide who has successfully used a terrain-lore skill, reduces the badness of going by one category. Appropriate gear for protection reduces the badness of weather by one category.

Being at 0 hp or less lays you out from exhaustion. Hit points are recovered normally from rest and healing (I allow 1 hp/level/day for rest in a secure place), but camping without shelter disallows recovery and puts the party at risk for more bad weather damage.

I'm not sure the "cleric problem" is that much of a problem, if healing abilities are seen as being as much about restoring morale and cheer as curing physical wounds. Taking a divinely inspired priest or druid along on an arduous journey should be seen as a good idea. If monsters and more trap-like physical hazards are popping up along the way as well, the risk of taking damage from an additional source every single day will just add to the strain on resources.

Wednesday, 30 June 2010

Spells of Damage

A huge chunk of the 3.5 spell list is damage spells in every conceivable variety of energy, range and effect.

This takes me back to AD&D days. Has anyone ever rolled up Magic Missile in their spellbook and said "Darn, wish I'd gotten Burning Hands instead"? For that matter, what's the point of a low-level damage spell that you have to touch someone for, or one that burninates the henchman protecting you as well as the enemy? Magic Missile is darn near perfect - it cuts through most energy immunities, has a good range, hits automatically in most early editions. A lot of other damage spell ideas are either minor variations on it, or just unsuitable for someone with a 4 sided hit die and no armor.

Be it resolved that the most parsimonious way to treat direct damage spells at early levels is the good old Magic Missile, in one form or another; some way to set things on fire from a distance (fire is fun); and ... perhaps using Animate Rope to strangle? Any other varieties of the blast'em spell, I fear, will only reinforce the idea of the magic-user as arsenal rather than problem solver at low levels.