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Black Plauge
16th of October, 2005, 11:52
There are a couple of modifications for combat, in particular the hit points system. These modifications are presented below.

Black Plauge
16th of October, 2005, 11:56
Taken from UA, Jackelope King at 3EBB, and my own modifications.

INJURY AND DEATH

Hit points are a measure of endurance, a measure of how good you are at avoiding real injury in combat, and a measure of how many lucky “close calls” you can have before your luck runs out. Hit points cannot be reduced to less than 0.

Condition represents how close you are to death and how immediate your need for healing is.

LOSS OF HIT POINTS

The most common way for your character to lose hit points is in combat. Spells, weapons, and other attacks deplete your hit points, which represents an overall fatigue factor that wears you down as combat progresses.

Effects of Hit Point Damage: Damage doesn’t slow you down until your current hit points reach 0.

When your hit points are reduced to 0, you must attempt a Fortitude save (DC 10, +1 per 2 points of damage dealt beyond what was necessary to bring you to 0). Success means your are disabled; failure indicates that you take Con damage equal to the amount you failed the save by and are in Critical condition.

DISABLED

When your current hit points drop to 0 and you pass the resultant fort save, you’re disabled. You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you must redo the above Fortitude save (with the same possible results). If you takes any lethal damage while disabled, add half of that damage to the Fortitude save DC and make a new Fortitude save against this higher DC. The possible results are the same, and you carry through this higher DC on all subsequent Fortitude saves against dying (such as those triggered by a standard action).

Healing that raises your hit points above 0 makes you fully functional again, just as if you’d never been reduced to 0 or fewer hit points. However, not all healing will restore lost Constitution, so your maximum hit point total may be lower after receiving healing that saves you from a life threatening injury.

You are also disabled when in Fair condition. In this case, it’s a step toward recovery (see Stable Characters and Recovery, below).

CONDITION DEFINITIONS

Critical Condition: High risk of death without continuous intervention or life support
Game Mechanics: Character is unconscious and must make a save each round to avoid further damage (see below).

Serious Condition: reduced risk of death within 24 hours, but requiring frequent observation
Game Mechanics: Character is unconscious and must make a save each hour to avoid slipping back into Critical condition (see below).

Fair Condition: no major fluctuation in vital signs
Game Mechanics: Character is disabled and must make a save each day to avoid slipping back into Serious condition (see below).

Good Condition: little significant injury; patient may be discharged shortly
Game Mechanics: Character is fully functional.


DEAD

When your character’s Constitution score drops to 0, either from damage or ability score damage/drain, he’s dead.

RECOVERY

If a character's condition is Critical then they make a Fort save every round vs. DC 10 + # rounds they've been in critical condition since they were last in Good condition. If they fail the save they take Con damage equal to the amount they failed the save by. If they pass the save by 5 or more then their condition improves to Serious.

If a character's condition is Serious then they make a Fort save every hour vs. the same DC as the last point when they were critical. Failure means they revert to critical condition and their critical DC climbs by 1. If they pass by 5 or more then their condition improves to Fair.

If a character's condition is Fair, then they make a Fort save every day vs. the same DC as the last point when they were critical. Failure means they revert to serious condition. If they pass by 5 or more, then their condition improves to Good.

If tended by another character at any point during the process, a character can use the tending characters Heal check result in place of their Fort save if they so desire. Tending a Critical character in combat is a standard action which provokes an AoO. Characters in Serious or Fair condition cannot be tended in combat (though there should be plenty of time to finish the combat and then tend to them).

If any sort of magical healing cures a Critical, Serious, or Fair character of even 1 point of damage (putting him at some positive hit point total), his condition reverts to Good. A spellcaster retains the spellcasting capability she had before their condition deteriorated.

Natural healing does not improve your character's condition, only magical intervention or passing the appropriate saving throws can do that.

RESERVE POINTS

Reserve points represent your ability to recover quickly after a fight. Just as hit points are a measure of immediate endurance, reserve points are a measure of long term endurance. While they won't help you in the middle of a fight, given a rest after the combat, you'll be back up and ready for the next fight fairly quickly.

Your reserve point total is the same as your hit point total. After a character becomes injured (i.e., loses hit points), reserve points begin automatically converting to hit points at the rate of 1 per minute of non-strenuous activity (such as resting or hiking, but not climbing, swimming, or fighting) so long as they are in Good or Fair condition. Thus, for each minute of non-strenuous activity, the character regains 1 hit point and loses 1 reserve point.

Characters that do not have a Con score do not have reserve points.

HEALING

After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total.

Natural Healing: With a full night’s rest, you recover 1 hit point per character level, so long as you are in Good condition. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points if in Good condition and your level in hit points if in Fair condition.

Magical Healing: Various abilities and spells can restore hit points.

Healing Limits: You can never recover more hit points than you lost. Magical healing won’t raise your current hit points higher than your full normal hit point total. However, any excess healing you receive, beyond your normal hit point total, is applied to reserve points instead. When your reserve point total matches your hit point total, additional healing will not raise either total higher.

Healing Ability Damage: Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest for each affected ability score so long as you are in Good condition. Complete bed rest restores 2 points per day for each affected ability score if you are in Good condition or 1 point per day if you are in Fair condition. A character incapable of recovering hit points due to injury also does not heal ability score damage.

TEMPORARY HIT POINTS

Certain effects give a character temporary hit points. When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away the character’s hit points drop to his current hit point total. If the character’s hit points are below his current hit point total at that time, all the temporary hit points have already been lost and the character’s hit point total does not drop further.

When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

Increases in Constitution Score and Current Hit Points: An increase in a character’s Constitution score, even a temporary one, can give her more hit points and reserve points (an effective increase in both numbers), but these are not temporary hit points. They can be restored and they are not lost first as temporary hit points are.

Decreases in Constitution Score and Current Hit Points: A decrease in a character's Constitution score, even a temporary one, reduces her hit point and reserve point totals (an effective loss for both numbers) and the maximums for both numbers. However, when a character is at 0 hit points or reserve points, only the maximum for that number is affected as they have no hit points (or reserve points) to lose. Attacks which deal both hit point damage and Con damage always resolve the hit point damage first. A decrease in a character's Con score which results in them having 0 hp triggers a Fort save just like any other attack.

NONLETHAL DAMAGE

Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, deduct the nonlethal damage number from your current hit points. It functions exactly the same as “real” damage by depleting your immediate reserves. However, when you run out of hit points, any failed saving throws triggered by nonlethal damage do not deal Con damage. Instead it takes away from your reserve points, depleting your long-term reserves instead of killing you. When both your hit points and reserve points reach 0, additional nonlethal damage has no effect on the character. Effects that switch to lethal damage when a character is unconscious due to the accumulation of nonlethal damage (such as extreme cold and heat) deal Con damage after both a character's hit points and reserve points are depleted.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious: When you pass a fort save triggered by nonlethal damage you are staggered instead of disabled. While staggered you can take either a standard or a move action each round without risk of further harm.

When you fail a fort save triggered by non-lethal damage, you are unconscious, but remain in Good condition. While unconscious, you are helpless. Also, your remaining reserve points do not convert to hit points normally. Instead you must remake the failed Fort save every 10 minutes and regain consciousness only when you make that save. Once you regain consciousness you are staggered and your reserve points begin converting to hit points normally. If you are out of reserve points, you cannot regain consciousness until after you have received healing, either magical or natural (by being out for 8 hours).

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

Black Plauge
16th of October, 2005, 11:56
Squeezing in Combat

When fighting in close formation with allies, creatures can elect to take up less space (and thus fit more creatures in the same area) by squeezing into half of their normal space. When doing so, they take the normal penalties for squeezing (-4 to AC and attack).

Black Plauge
9th of March, 2006, 05:23
Movement and Distance
The following table replaces the one in the PHB. This one takes into account Dünya's time system, the one in the PHB does not.

Speed
15ft 20ft 30ft 40ft 50ft 60ft
One Round (Tactical) (feet)
Walk 15 20 30 40 50 60
Hustle 30 40 60 80 100 120
Run (x3) 45 60 90 120 150 180
Run (x4) 60 80 120 160 200 240
Run (x5) 75 100 150 200 250 300

One Dakika (Local) (feet)
Walk 300 400 600 800 1000 1200
Hustle 600 800 1200 1600 2000 2400
Run (x3) 600 800 1200 1600 2000 2400
Run (x4) 750 1000 1500 2000 2500 3000
Run (x5) 900 1200 1800 2400 3000 3600
All Run speeds assume that the creature has Con 10, and does not have Endurance.
Having a Con different from 10 and/or Endurance will change the amount of time
that the character can run continuously, and thus their run distance.

One Saat (Overland) (miles)
Walk 2 3 5 6 8 9
Hustle 4 6 10 12 16 18
You cannot normally run for an entire saat. However, creatures with Run,
Endurance, and/or a high Con may be able to Run/Walk faster than hustle.
See the rules below.

One Gün (Overland) (miles)
Walk 20 30 50 60 80 90
You cannot normally hustle or run for an entire gün.



Note: While the PHB simplifies things so that alternating run/walk cycles work out to a hustle, I do not. This is because characters with the Run, Endurance, and/or a high Con can get much more distance out of single run/walk cycles than they can out of a steady hustle for the same amount of time. Engaging in alternating run/walk cycles is subject to the same rules as hustling for extended periods of time.

Black Plauge
13th of March, 2006, 07:47
Sunder

On a failed sunder attempt the defender may elect to attempt to sunder your weapon using the same kind of opposed attack roll as you just made on your sunder attempt. This attempt does not provoke an AoO and you do not get a subsequent sunder attempt if he fails.

At 0 hp an item functions as one quality level lower than it actually is. Apprentice work items that are reduced to 0 hp are treated as improvised items.

After being reduced to 0 hp, any futher damage reduces an item's hardness (much like further damage to a chracter beyond 0 hp reduces their Con). Any remaining hardness still applies to reduce the damage, but each sucessive blow will make the item easier to damage in the future. When an item's hardness is reduced to 0 it is completely destroyed and cannot be repaired.

For the rules on repairing an item see the Craft skill.

Black Plauge
24th of August, 2007, 05:00
Number of Attacks per round
There are no iterative attacks. Instead all characters get a damage bonus equal to 1/2 the number of levels they have in PC classes (both base and prestige).

Feats and class abilities which grant additional attacks in a round still function as normal except for those that grant additional iterative attacks, which are banned (such as Improved Two Weapon fighting).

Secondary attacks cannot be used in conjunction with primary attacks except by creatures with the Multiattack feat. Even with the Multiattack feat, however, these attacks still take a -5 penalty. The feat Improved Multiattack now functions as Multiattack used to (reducing the penalty to -2).

Creatures with multiple primary attack forms can take the full number of primary attacks each round.

Black Plauge
20th of October, 2007, 01:44
Special Initiative Actions
The Delay option is not available. Changing your place in the initiative order requires a readied action.