Thoughts on 'Hit Points'
(note -- article re-written on March 12, 2009)
Okay, just how are "Hit Points" arrived at?
First of all, initial characters will start as if they have just reached 2nd level . . . so each will have two "hit dice". And, to begin with, each Character will have a "minimum" number of hit points of their CON stat until it is surpassed in the normal course of things.
Each character will start with his maximum possible hit points (plus any CON bonus) for 1st level. They will then have to dice for the 2nd level (and later for each subsequent level) hit points (plus any CON bonus).
Fighters use a d8 for hit dice; Clerics, Rogues and Swordmages use a d6; and Magic Users use a d4. But all get to roll two dice and take the higher of the two when rolling for hit points .
CON bonuses (indeed all stat bonuses) are the usual +1 for a characteristic of 13-15; +2 if it is 16-17; and +3 if it is 18.
Unconsciousness and death work as follows:
Once a character reaches 0 hit points, he/she must save each round to stay conscious. In order to do so, he or she must roll Half their CON (round down) or less on a d20.
If below zero, the save is the same as above except that you subtract the number of points below zero from Half your CON.
When you reach Half your CON below zero, you are unconscious period.
If you receive damage which takes you to minus your CON below zero, your character is DEAD.
(Note -- attempting to prevent the damage that gets you to the above point is a valid reason to spend LUCK points to force a re-roll of the dice -- but once your LUCK is gone . . . it is gone.)
-- Jeff


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