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9 months ago  ::  Sep 27, 2012 - 3:04PM #41
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,792

Sep 27, 2012 -- 2:59PM, Tony_Vargas wrote:

Sep 26, 2012 -- 8:40PM, crazy_monkey wrote:

One common meaning is the rules and options present in the iconic "core" rulebooks, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.


And 0D&D's corresponding Men & Magic, Underworld & Wilderness Adventures, and Monsters & Treasure.

Then you'd have:

Races

Dwarf
Elf
Halfling (Hobbit)
Human

Classes

Cleric
Fighter (Fighting Man)
Wizard (Mage/Magic-User)      
   



Ah that looks kind of familiar (I didnt play them but did have Men and Magic and Blackmoor and one or two others at one point in history.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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9 months ago  ::  Sep 27, 2012 - 3:07PM #42
crazy_monkey
  • VCL Emeritus
  • The Inquisitor
Date Joined: Apr 5, 2006
Posts: 7,773
Spells are a bit tricky due to 4th Edition's move to powers, though doable.

Rules elements themselves, regardless of how they are implemented, would be interesting as well (Armor Class, for example, is present in all editions, though implemented differently). 
Quentin Small
WotC Online Community Coordinator
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9 months ago  ::  Sep 27, 2012 - 3:09PM #43
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Sep 27, 2012 -- 1:00PM, wrecan wrote:

Sep 27, 2012 -- 8:24AM, AbdulAlhazred wrote:

While I can understand the point I think it is worthwhile in an analysis of common threads to actually look at the list as parsed through the lens of the original game.



I'm not sure it makes sense to include OD&D.  OD&D was basically Gygax' and Arneson's home game, written down.  If Rob Kuntz woke up one morning and wanted to play a half-dwarf, Gygax would have written up some rules and would have appeared in the next supplement.  OD&D really doesn't represent a coherent attempt to put together a comprehensive game, as much fun as it was to play.


Maybe, though I think they were somewhat selective in what things they put into their books. Maybe that was just because there was a limit on what could fit, but I think there was an editorial effort at some point to pare it back to the more 'core' elements. I know from talking to a couple people that gamed with Gary and Dave that there was a lot of other crazy stuff that people did. Some of it made it into supplements, a lot didn't. OTOH according to one report there were only 2-3 demi-human PCs EVER in Gary's campaign, so it is kind of hard to say what the criteria was for inclusion.

That is not dead which may eternal lie
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9 months ago  ::  Sep 27, 2012 - 3:10PM #44
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703
Races
  • Dwarf
  • Elf
  • Halfling
  • Human

Classes
  • Cleric
  • Fighter
  • Rogue (Thief) 
  • Wizard (Mage/Magic-User)      

Armor Class
Hit Points
Saving Throws
Ability Scores
  • Strength
  • Constituion 
  • Dexterity
  • Intelligence
  • Wisdom
  • Charisma 

D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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9 months ago  ::  Sep 27, 2012 - 3:16PM #45
beldinme
Date Joined: Mar 2, 2012
Posts: 450
Good point about the spells, but I agree that it is doable. Many of the "powers" in 4e have the same names as the "spells" in previous editions. I could compile a common spell list from the other editions first, then look through the 4e and Essentials books for corresponding "powers".

I don't know how much I could do on rules elements just based on charts, appendices and TOC's but I could probably find some things that are useful to this discussion.

Note, once I have done an analysis, I can exclude various sources if people want a more restricted source list.
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9 months ago  ::  Sep 27, 2012 - 3:19PM #46
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Sep 27, 2012 -- 2:08PM, beldinme wrote:

I wasn't thinking of you crazy_monkey.

I have the opposite problem; time but very few books.

Your second comment points to another wrinkle. The initial rulebooks aren't as well defined for the other edtions as they are for 1e, 3e, 3.5e and 4e (I'm not considering 4e essentials as a separate edition).


BECMI is hard to define, there were 3 different iterations of the Basic book, and then a couple iterations of Expert and Companion IIRC, the last couple books were only released once, but then the Cyclopedia does rehash them, and there was IIRC also a final 'collector' release or something, but since it all built one book on the next there's no 'core' vs 'supplement' for BECMI. OD&D OTOH very definitely has a core 3. In fact the traditional PHB,MM,DMG are to a certain extent a reflection of the 3 LBBs. Admittedly OD&D's supplements came early and the 1st 2 were VERY influential, but believe it or not there are still people who make a significant distinction between OD&D and Grayhawk/Blackmoor D&D.

That is not dead which may eternal lie
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9 months ago  ::  Sep 27, 2012 - 3:33PM #47
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,792

Sep 27, 2012 -- 3:16PM, beldinme wrote:

Good point about the spells, but I agree that it is doable. Many of the "powers" in 4e have the same names as the "spells" in previous editions. I could compile a common spell list from the other editions first, then look through the 4e and Essentials books for corresponding "powers".

I don't know how much I could do on rules elements just based on charts, appendices and TOC's but I could probably find some things that are useful to this discussion.

Note, once I have done an analysis, I can exclude various sources if people want a more restricted source list.





I dont like some things from essentials (at all) and I am very serious about that but I kind of have to hit myself on the head to really consider it a different "edition" it pretty compatible even if the class design style is a dramatic shift (and they did introduce too many must have feats) ...  I say go for it but he is being way too exclusionary for the way 4e was published and released.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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9 months ago  ::  Sep 27, 2012 - 3:37PM #48
Nelyo
Date Joined: Jul 25, 2003
Posts: 971
I really want half-elves to be around, but I'll be the first to admit that that's purely out of nostalgia (For me, pretty much all connected to Tanis) and not because I ever really thought having half-elves in the game added anything significant.

That said, I would be completely behind having a set of guidelines for making hybrid races, even if that meant we didn't get half-elves as a separate "core" race. 
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9 months ago  ::  Sep 27, 2012 - 3:44PM #49
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703

Sep 27, 2012 -- 1:00PM, wrecan wrote:

I'm not sure it makes sense to include OD&D.  OD&D was basically Gygax' and Arneson's home game, written down.  If Rob Kuntz woke up one morning and wanted to play a half-dwarf, Gygax would have written up some rules and would have appeared in the next supplement.  OD&D really doesn't represent a coherent attempt to put together a comprehensive game, as much fun as it was to play.


Yeah, OD&D is basically Gygax' and Arneson's barely legible "homebrew" design notes. At that stage of development, the game wasn't quite playble unless you just free-formed it. D&D didn't really come into fruition until the release of the Blue Box and AD&D 1st edition. That's when the game started jelling and coming together as a cohesive concept...and it's what ultimately became what most people know as D&D.

D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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9 months ago  ::  Sep 27, 2012 - 3:46PM #50
Hocus-Smokus
Date Joined: Apr 12, 2008
Posts: 7,209
Okay...here are the monster entries from the MC1 and MC2 (2E). I s-blocked them so they maybe won't try to eat the entire thread. You can click on the pics then click View Full Sized to see them much bigger.
MC1 Show

 

MC2 Show

In fond memory of Mark "Wrecan" Monack.
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