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unbound:rules:health_and_damage [2024/05/14 04:43] tailkinkerunbound:rules:health_and_damage [2024/05/20 14:01] (current) – [Stamina] tailkinker
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 If your stamina is reduced to zero, any excess damage will be transferred to hit points.  Unlike stamina, hit points start at zero, and increase as you take damage. If your stamina is reduced to zero, any excess damage will be transferred to hit points.  Unlike stamina, hit points start at zero, and increase as you take damage.
  
 +=== Temporary Stamina ===
 +
 +You might receive temporary stamina from many sources, ranging from class features to elixirs to magic.  Temporary stamina works identically to normal stamina, save that you can receive any amount, above and beyond your normal stamina.  It never converts to normal stamina;  if you have taken stamina damage, and receive temporary stamina, this does not repair your normal stamina damage.
 +
 +Temporary stamina never stacks.  If you receive an allotment of temporary stamina, and you already have some, you must decide whether to lose your existing temporary stamina and take the new allotment, or keep your existing and not gain the new allotment.
 ==== Hit Points ==== ==== Hit Points ====
  
 Hit points represent actual physical injury.  So long as you have any hit points of damage, you suffer a penalty to all skill checks equal to the hit points of damage you have taken, and the TN of any saving throws you have to make are increased by your hit points of damage.   Hit points represent actual physical injury.  So long as you have any hit points of damage, you suffer a penalty to all skill checks equal to the hit points of damage you have taken, and the TN of any saving throws you have to make are increased by your hit points of damage.  
 +
 +===== Resistance and Vulnerability =====
 +
 +Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
 +
 +If a creature or an object has resistance to a damage type, damage of that type is reduced by a given value applied to each die of damage.
 +
 +If a creature or an object has vulnerability to a damage type, damage of that type is increased by a given value applied to each die of damage.
 +
 +Resistance and then vulnerability are applied after all other modifiers to damage.
 +
 +<WRAP box round 80% center>
 +For example, a creature has Resist 3 to Blunt damage and is hit by an attack that deals 5d8 Blunt damage.  The total damage rolled on the dice is 25 points.  The damage is reduced by three points per die.  Three points times five dice is 15 points, so the damage is reduced to 10 points.
 +</WRAP>
 +
 +==== Damage Reduction ====
 +
 +Unlike Resistance, Damage Reduction is applied to the final amount of damage before that damage is applied to stamina or hit points.  Though less effective than Resistance, Damage Reduction is also generally easier to come by.
 +
 +<WRAP box round 80% center>
 +For example, a creature has Damage Reduction 4 and is hit by an attack that deals 5d8 Blunt damage.  The total damage rolled on the dice is 25 points.  The damage is reduced by four points //total//, to twenty-one.
 +</WRAP>
  
 ===== Capacity Saving Throw ===== ===== Capacity Saving Throw =====
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   * **Success**:  Your character lives.  However, your hit points remain until you can be healed, so you are still suffering all the penalties typical of that state.   * **Success**:  Your character lives.  However, your hit points remain until you can be healed, so you are still suffering all the penalties typical of that state.
   * **Failure**:  Your character dies.   * **Failure**:  Your character dies.
- 
-==== Non-Lethal Damage ==== 
- 
-Sometimes, damage will be listed as non-lethal.  For example, some weapons are noted for inflicting non-lethal damage.  Non-lethal damage cannot kill an opponent, but it can take them out of a fight easily enough. 
- 
-Non-lethal damage is applied to stamina, but does not apply to hit points.  Any non-lethal damage that would be applied to a character's hit points instead inflicts a penalty to their Capacity saving throw.  This penalty is equal to the amount of damage that would have been applied to hit points, and is removed after the character makes their Capacity saving throw.  A character who takes multiple such penalties applies only the highest penalty. 
  
 ===== Healing ===== ===== Healing =====
  
-Whenever a character receives healing, it must be applied to missing stamina first.  Only when a character's stamina is fully recovered will healing apply to their hit points.  The exception to this is when taking the Recover Health action.+Whenever a character receives healing, it must be applied to missing stamina first.  Only when a character's stamina is fully recovered will healing apply to their hit points.  
  
unbound/rules/health_and_damage.1715661816.txt.gz · Last modified: by tailkinker