Thursday, 30 January 2014

Untested Death and Dying Rule (also healing!)

This is actually aimed at Nutshell Fantasy, my never-actually-to-be-completed pet d20 system, but it's adaptable to other d20 games, so here it is.

As noted, characters have a number of hit points per level: 7 for 'tough' classes, 5 for 'medium' classes, and 3 for 'weak' classes (in D&D, Fighters, Rogues, Wizards, respectively). In addition, they have a 'recovery die' assigned by their class: d12 for 'tough' classes, d8 for 'medium' classes, and d4 for 'weak' classes. Characters then 1 die at 1st level, plus 1 die at each odd-numbered level thereafter (so a 3rd level Fighter would have 2d12).

(Multiclass characters are a bit tricky - I'm not sure whether they should simply use the biggest recovery die, or if they should maintain a mixed pool. My gut feeling is the former would be better.)

Damage works as normal. In particular, note that in Nutshell a character who takes damage (except from "friendly fire") may choose to become Bloodied - this moves him 1 step down the Condition Track, but also allows him to be healed.

At the end of the combat, a character who is Bloodied and takes a short rest regains hit points automatically - roll one (and only one) Recovery Die* and add this to his total. Then remove the Bloodied condition.

The other use of the Recovery Pool comes when a character is knocked unconscious. Immediately on reaching 0 hit points, and each round thereafter on his turn, he must roll his entire Recovery Pool (so, 2d12 for that 3rd level Fighter). Any dice that come up a '1' are removed from his pool until he takes an Overnight Rest. Otherwise, this roll has no effect... until the character's last Recovery Die is removed, at which point he dies.

(If the character takes further damage while unconscious, he must make an immediate, additional roll of his Recovery Pool. This is done instead of tracking negative hit points, which are just a pain.)

* Other types of healing would likewise allow the character to regain hit points by rolling a number of Recovery Dice - 2 dice for cure light wounds, 3 for cure moderate wounds and so on. This closes up the oddity where a tougher character actually benefits less as a percentage of his total from healing spells than does a weaker one.

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