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It is quite unreasonable to assume that
as a character gains levels of ability
in his or her class that a corresponding
gain in actual ability to sustain
physical damage takes place. It is preposterous
to state such an
assumption, for if we are to assume that
a man is killed by a sword thrust
which does 4 HP of damage, we must similarly
assume that a hero
could, on the average, withstand five
such thrusts before being slain! Why
then the increase in HP? Because these
reflect
both the actual
physical ability
of the character to withstand damage -- as
indicated by CON bonuses -- and
a commensurate increase in such areas as skill
in combat and similar
life-or-death situations, the "sixth sense" whith
warns the individual
of some otherwise unforeseen events, sheer luck,
and the fantastic provisions of magical
protections and/or divine
protection. Therefore, constitution affects
both actual ability to withstand
physical punishment HP (physique) and
the immeasurable areas
which involve the sixth sense and luck
(fitness).
Harkening back to the example of Rasputin,
it would be safe to assume
that he could withstand physical damage
sufficient to have killed any four
normal men, i.e. more than 14 HP.
Therefore, let us assume that a
character with an 18
CON will eventually be able to withstand no
less than 15 HP of actual physical damage
before being slain, and
that perhaps as many as 23 HP could constitute
the physical makeup
of a character. The
balance of accrued HP are those which fall into
the non-physical
areas already detailed. Furthermore, these actual
physical hit points would be spread across
a large number of levels,
starting from a base score of from an
average of 3 to 4, going up to 6 to 8 at
2nd level, 9 to 11 at 3rd, 12 to 14 at
4th, 15 to 17 at 5th, 18 to 20 at 6th, and
21 to 23 at 7th level. Note that the above
assumes the character is a fighter
with an average of 3 HP per die going
to physical ability to withstand
punishment and only 1 point of constitution
bonus being likewise
assigned. Beyond the basic physical damage
sustained, hits scored upon a
character do not actually do such an amount
of physical damage.
<d4: 2><d6:
2>
<d8: 3> <d10: 3>
<d12: 4>
<physical hit points per die (one interpretation
of the above)>
<add 1
for 18 CON if a HP bonus of 4 is granted>
Consider a character who is a Lord (F10)
with an 18 CON.
This character would have an average of
51/2 HP per die,
plus a CON
bonus of 4 HP, per level, or 95 HP!
Each hit scored upon the character does
only a small amount of actual physical harm -
the sword thrust that would have run a
Veteran (F1) through the heart
merely grazes the character due to the
fighter's exceptional skill, luck, and
sixth sense ability which caused movement
to avoid the attack at just the
right moment. However, having sustained
40 or 50 HP of damage,
our lordly fighter will be covered with
a number of nicks, scratches, cuts
and bruises. It will require a long period
of REST && recuperation to regain
the physical and metaphysical peak of
95 HP.
When a character loses HP in combat
or to some other attack form
(other than being drained
of life energy levels), there are a # of
different means by which such points can
be restored. Clerics && paladins
are able to restore such losses by means
of spells or innate abilities.
Magical devices such as potions operate
much the same way,
and a ring of regeneration will cause
automatic healing and revitalization in general of its wearer.
Commonly it is necessary to resort to
the passage of time, however, to restore many characters to full HP strength.
For game purposes it is absolutely necessary
that the character rest in order to recuperate,
i.e. any combat, spell using, or similar
activity does not constitute rest,
so no hit points can be regained.
For each day of REST a character will regain
1 HP up to and including 7 days.
However a character with a penalty for
poor constitution must deduct weekly the
penalty score from his or her days of
healing, i.e., a -2 for a person means
that 5 HP healing per week is maximum,
and the first two days of
rest will restore no hit points. After
the first week of continuous REST,
characters with a bonus for high CON
add the bonus score to the
number of HP they recover due to resting,
i.e., the second week of
rest will restore 11 (7 + 4) HP to a fighter
character with an 18 constitution.
Regardless of the number of HP a character
has, 4 weeks of
continuous REST will restore any character
to full strength.
ADQ: While I was reading
up on HP
in the PH and the
DMG, I noticed a
discrepancy. On page
82 of the DMG it
says that a wounded
character gains 1 HP a day
for 7 days
(or 1 week). After that,
the character
regains 7 HP per week, plus
or minus
<modifiers> for CON.
It also states:
"Regardless of the number
of HP a
character has, 4 weeks of
continuous rest
will restore any character
to full
strength". But in the PH
on page
105, it says that a character
regains 1 HP per day for
30 days, and
thereafter regains 5 HP
pre day.
Which is correct?
ADA: Use the DMG
data; it was published
after the PH, and
is technically
a revision. (But note that,
while the
"last published" principle
is a convenient
guideline, it is not infallible.)
(Polyhedron #24)
Q:
How can any character be able to take more physical damage
than an ancient huge red
dragon?
A: AD&D
gaming is based on what is sometimes called 'fantasy
realism.' In reality, none
of us humans would have a chance
against a monster the size
of a red dragon; however, AD&D gaming
is not reality. It reflects
very well the kind of 'fantasy realism'
found in myths, legends,
tales, and modern fantasy literature,
wherein it is possible to
be so lucky, gifted, and powerful
that one could even be tougher
than a dragon. Hit points not
only reflect bodily damage;
they also reflect combat skill, the
ability to sidestep an otherwise
fatal blow, and the blessing of a
patron deity, as well as
innate luck (and perhaps other attributes
of an intangible nature).
Obviously, it cannot be argued that
even the toughest fighter
in an AD&D game has more body mass
than a red dragon; however,
it can be argued that a warrior,
especially a heroic warrior
on the level of Beowulf, Roland, or
Conan, could be skilled
enough to give a dragon a bad time in
combat.
After all, it's the essence of heroic fantasy -- not humdrum
reality -- that the
game reflects.
(76.64)
"Jeteye
is sometimes voluntarily
used
before torture or immed.
after
battle injuries (preventing a system
shock survival roll)."
- The
Nathlum
When any creature is brought to 0 HP (optionally as low as -3 HP if from the same blow which brought the total to 0), it is unconscious.
In each of the next succeeding rounds 1
additional (-negative-) point
will be lost until -10 is reached and
the creature dies. Such loss and death
are caused from bleeding,
shock, convulsions, non-respiration, and similar
causes. It ceases immediately on any round
a friendly creature administers
{aid} to the unconscious one. Aid consists
of binding wounds, <(cf. bandages)>
starting respiration, administering a
draught (spirits, healing potion, etc.),
or otherwise
doing whatever is necessary to restore
life.
Any character brought to 0 (or fewer) HP
and then revived will remain in a coma for 1-6 turns.
Thereafter, he or she must REST for a
full week, min..
He || she will be incapable of any activity
other than that necessary to MOVE slowly to a place of REST and eat &&
sleep
when there.
The character cannot attack, defend,
CAST
spells, USE magic devices, carry burdens, {run}, study, research, or
do anything else.
This is true even if cure spells and/or
healing
potions are given to him or her,
although if a heal
spell is bestowed the prohibition no longer applies.
If any creature reaches a state of -6 or
greater negative points before being revived, this could indicate scarring
or the loss of some member, if you so choose.
For example, a character struck by a fireball
and then treated when at -9 might have horrible scar tissue on exposed
areas of flesh -- hands, arms, neck, face.
<if brought to -6 to -8 the character loses a point
from a random ability score. if brought to -9, then loss of a random limb
-- roll d5 and include the head>
<note: with regards to the above, the initial blow
must bring a character to -6 or lower>
<ie. if a character gets hit and brought to -5 points
of damage, there is no adverse affect if he 'bleeds out' to -6 or lower>
Q: What happens when
a character is
reduced to 1 hp?
A: Nothing. Characters
in the D&D and
AD&D
games don't have to worry until they
are reduced to zero hit
points (or less in the
AD&D
game; see the DMG, page 82).
(142.71)
Evreaux wrote:
Hi, Gary. My apologies for
bringing up another AD&D question--if
you've already answered this, please say so and I'll begin the delve through
the various Q&A threads. I don't recall seeing it addressed, but I
probably haven't caught every page so far.
The PHB says that 0 hit points or below = death. The DMG introduces the descending -10 system. Neither is mentioned as being optional by their respective texts, but the consensus over in the 1E forum is that the DMG method supercedes the PHB by virtue of being published later.
So, I'm curious as to your reasons for introducing the different system. Were your campaigns simply proving too deadly for PCs at the time? Or did you enjoy presenting the tactical challenge of having to negotiate aiding fallen comrades in the midst of a fight? Or something else entirely?
Thank you very much in advance for your feedback.
The DMG
system was introduced to allow players to have a chance to keep their PC
alive without clerical spell casting and the chace of being raised failing.
Neither the 0 = dead nor
the -10 equals dead mechanics are given as hard and fast rules so as to
allow the DM to decide which one will be used in his campaign.
I modified
the two in my own campaign by allowing the PC to go to -10% (rounded up)
of total HPs before being stone cold dead.
Not
quite as generous as the -10 points, but graded to give higher level PCs
a better chance than lower level ones.
I use this in the LA game system too, so that Avatars there can drop into minus Health and still survive in unconscious state.
Cheers,
Gary
DMPrata wrote:
Gary, you've enlightened
me once before in regards to good cavaliers being able to function (but
not fight) when reduced to negative hit points.
Here's a follow-up on that
topic.
Any other character at negative
hit points, upon being stabilized, requires a full week of bed rest before
being able to resume normal activities.
Would this stipulation apply
to a cavalier as well, or would it be possible (for example) for a cavalier
at -4 hp to drink a healing potion and rejoin combat in the next round?
that's a call for the DM
to make.
Actually,
if a cleric heals any sort of character so as to be back aove 50% of HPs
I generaly allowed normal activity, set aside the requirement for bed rest,
of the situation were dire
and another person was needed by the party.
Something the deities move in mysterious ways
Cheers,
Gary
<Preface: I honestly think
that what follows was the most fucked up part of OD&D.
It added way too much fuckin'
complexity to combat.
Gary had it right, to try
(in theory) to keep things simple, for the sake of a game -- see APPROACHES
TO PLAYING AD&D.
That said, AD&D wasn't
perfect either -- the 'burden' of Weapon Speed (tied init & melee vs.
spellcasters) && Weapon vs. AC!!
Anyway, with regards to
combat, in the spirit of AD&D:
Keep it simple.
Keep it fast.
- Prespos>
<
The following tables are from BLACKMOOR.
(Some of the notes have been
altered/expanded)
[Sever]
results only come into play for swords of sharpness,
or other weapons of sharpness (such as Excalibur).
Zero or Less Hit Points +
Crippling Effects (check this table, only at the moment that a wound is
made) :
0 = unconscious, no blood
loss (as UA)
-1 to -3 = conscious until
end of round (something needed to be done with that -3)
-4 to -5 = unconscious
-6 = unconscious, roll on
tables if a weapon* hit, fire = Minor burn
<WSG>,
cold
= Frostbite (d3: feet, ears, hands) <WSG>
-9 = unconscious, roll on
tables if a weapon* hit, apply a crippling effect if damage is from another
source
* WEAPON (here, "weapon"
incl. all physical attacks (melee weapon, missile weapon, natural weapon)
if a hit takes a creature
to -6 or greater, then roll on the tables.
note:
Constitution losses are applied to the max. HP.
note
: Dex/AC (Dex if a Dex score, AC if no Dex score)
-6 or less, bludgeoning :
Apply effects for Broken bone (arm or leg), no permanent damage.
-9 or less, bludgeoning
: Apply effects for Broken bone (arm or leg), permanent damage.
0 or less, edged weapon && damage = 6+ && getrand(25%) : only use the 2-4 hp per round rules <WSG>
[Sever] always use the 2-4 hp per round rules <WSG>, not the 1 hp per round rules
note, Con 0: then the creature
dies, and cannot be ressurected
note, Dex 0: creature is
automatically hit, cannot make missile attacks, cannot act during rounds
when the party is surprised, and loses all thieving skills
<move
the relevant parts of these notes to the ability score tables>
note, ability -1 or less:
excepting Charisma, the creature is dead
OTHER
if a non-weapon* hit takes
a creature to -9 or greater :
fire
= -1 Com + Major Burn <WSG>
cold
= -1 Str + Frostbite (d4: 1 of 4 last results on table) <WSG>
acid
= -1 Com
electricity
= -1 Dex
green
= -1 Con
Tabletop Play: only apply any effects on a figure not in the PC party if the creature is brought to -6 or less, and raised to 1 or more, for some reason.
Both: tail length (default : 1/3 of total, rounded to easy) should be included in the monster descriptions
UA: yes, tail hits
with a weapon of sharpness can make a monster miniature smaller!
(remember, the tail can
only be severed once!)
<>
Hit Location Table 1: (Humanoid)
- | FRONT | SIDE | REAR |
Head | 1-15 | 1-20 | 1-25 |
Chest | 16-50 | 21-50 | 26-70 |
Arms* | 51-80 [01-60] | 51-80 [01-60] | 71-80 [01-20] |
Legs** | 81-00 [61-00] | 81-00 [61-00] | 81-00 [21-00] |
* also wings
** also tail
Head = lose 1 point of Intelligence
Chest = lose 1 point of Constitution (1-8 hp if a monster)
Arm = lose 1 point of Dex/AC, arm cannot be used
[Sever] = lose 1 point
of Dex/AC, arm cannot be used
Leg = lose 1 point of Dex/AC, lose 1 point of move
[Sever] = lose 4 point
of Dex/AC, move = 1
[Sever, last leg] =
lose a further 4 points of Dex/AC, move = 1
Wings = lose 1 point of move, lose 1 point of MC
[Sever] = cannot fly
Tail = lose 1 point of Dex/AC
[Sever] lose 2 point
of Dex/AC, move = (move - 2)
- | FRONT | SIDE | REAR | TOP | BELOW |
Head | 01-20 | 1-10 | - | 1-15 | 1-10 |
Body | 21-50 | 11-50 | 1-15 | 16-50 | 11-50 |
Wings | 51-00 [1-100] | 51-80 [1-60] | 26-40 [1-20] | 51-90 [1-80] | 51-70 [1-40] |
Legs | - | 81-90 [61-80] | 41-90 [21-80] | - | 71-90 [41-80] |
Tail | - | 91-00 [81-00] | 91-00 [81-00] | 91-00 [81-00] | 91-00 [81-00] |
Head = lose 1 point of Intelligence
Chest = lose 1 point of Constitution
Leg [Sever] = lose 2 point of Dex/AC when
not in air (the creature now has 2 Dex or AC scores), land move = 2
Last Leg [Sever] =
lose 2 further Dex/AC points when not in the air, land move = 1
Wings = lose 1 point of move, lose 1 point of MC
[Sever] = cannot fly
Tail = lose 1 point of Dex/AC
[Sever] lose 2 point
of Dex/AC, move = (move - 2)
Remember aerial combat damage rules apply as normal.
<
UA (game school)
Max Fall = 20 squares(1000') per round
{
if HP=0 or less
(temporary exception: -1, -2, -3),
then immediately ALT = 0 (up to Max Fall)
or next closest surface/figure (up
to Max Fall)
immediately apply falling damage +
possible 'squish' rules (damage from a falling
object)
}
>
Hit Location Table3: (Reptile)
- | FRONT | SIDE | REAR |
Head | 01-25 | 01-20 | - |
Chest | 26-70 | 21-50 | - |
Abdomen | - | 51-75 | 1-50 |
Legs* | 71-00 [1-100] | 76-90 [1-66] | 51-80 [1-60] |
Tail | - | 91-00 [67-00] | 81-00 [61-00] |
* also wings but optional (default : 50% for either)
Head = lose 1 point of Intelligence
Chest = lose 1 point of Constitution (1-8 hp if a monster)
Abdomen = lose 1 point of Constitution (1-8 hp if a monster)
Leg = lose 1 point of Dex/AC, lose 1 point of move
[Sever] = lose 2 point
of Dex/AC, move = 1/2 of current move
[Sever, 2 Legs Left]
= as human leg
[Sever, 1 Leg Left]
= as human leg
Wings = lose 1 point of move, lose 1 point of MC
[Sever] = cannot fly
Tail = lose 1 point of Dex/AC
[Sever] = lose 2 point
of Dex/AC, move = (move - 2)
Hit Location Table 4: (Insectoid)
- | FRONT | SIDE | REAR | TOP | BELOW |
Head | 1-00 | 1-25 | - | 1-30 | 1-25 |
Thorax | - | 26-40 | - | - | 26-40 |
Abdomen | - | 41-60 | 1-100 | 31-00
(*31-70) |
41-70 |
Legs | - | 61-00 [01-00]
(*61-80, [01-50]) |
- | - | 71-00, [01-00] |
Wings | - | (*81-00, [51-00]) | - | (*71-00, [01-00]) | - |
[67-00]
* Use these only if the insectoid has wings. (actually, a 4a(Winged Insectoid) could/should be made)
Head = lose 1 point of Intelligence
Thorax = lose 1 point of Constitution (1-8 hp if a monster) and 1 point
of Dex/AC
Abdomen = lose 1 point of Constitution (1-8 hp if a monster)
Leg = lose 1 point of Dex/AC, lose 1 point of move
[Sever, per leg] =
lose 1 point of Dex/AC, move = -1
[Sever, 3 legs left]
3 legs left = ignore all prior movement reductions, apply reptile leg effects)
Wings = lose 1 point of move, lose 1 point of MC
[Sever] = cannot fly
Tail = lose 1 point of Dex/AC
[Sever] = lose 2 point
of Dex/AC, move = (move - 2)
- | FRONT | SIDE | REAR | TOP | BELOW |
Head | 1-75 | 1-25 [01-30] | - | 1-30 | 1-25 |
Body | - | 26-60 | - | 31-60 | 26-60 |
Fins | 76-00 [01-00] | 61-75 [31-70] | - | 61-80 [01-50] | 61-80 [01-50] |
Tail | - | 76-00 [71-00] | 1-00 | 81-00 [51-00] | 81-00 [51-00] |
Head = lose 1 point of Intelligence
Body = lose 1 point of Constitution (1-8 hp if a monster)
Fins = lose 1 point of Dex/AC
[Sever] = lose 2 points
of Dex/AC, move = (move -2)
Tail = lose 1 point of Dex/AC
[Sever] = lose 2 points
of Dex/AC, move = (move - 2)
<*game school : math a little bit off, as nice square numbers were used>
- | FRONT | SIDE | REAR (COILED) | TOP, BELOW |
Head | 1-00 | 1-25 | - | 1-35 |
Body | - | 36-60 | - | 36-60 |
Tail | - | 61-00 [01-00] | 1-100 [01-00] | 61-00 [01-00] |
Head = lose 1 point of Intelligence
Body = lose 1 point of Constitution (1-8 hp if a monster)
Tail = lose 1 point of Dex/AC
[Sever] = lose 2 points
of Dex/AC, move = (move - 2)
Note: These tables just the general guidelines/template.
(Even this needs to be looked at,
but only with an eye for playability)
Once these get the playability 'green
light',
then individual tables (for some monsters)
are made.
These tables are just a 'helper rule',
no more official than your decision.
Note2: Remember, from my point of view, i am thinking in terms of UA+.
UA+, DISPLAY
add STATUS
add wounds (.)
[space]
[space]
magic effects, as normal
leg scars, <x>
wing scars, <x>
scars, <x>
etc.
burnt, <x> times
frostbitten <'x'>
dissolved, <x> times
poisoned, <x> times
electrocuted, <x> times
Z = total of all the x's that apply
the idea is to avoid screen clutter
(don't list all the wounds at the STATUS line)
instead of writing CRIPPLED at the STATUS line,
@Z (whatever) can be
added after the HP,
where Z is
the total number of wounds
>
Originally posted by Anabstercorian
3) How do you explain hit
points, or do you even bother?
3) That's easy. HPs represent
not only the physical person, but that one's luck, skill in avoiding damage.
As luck runs low, muscles
tire, and reflexes slow their measure, HPs. are lost to reflect this. The
last few remaining are the actual physical body being harmed.
Okay, its rationalizing,
but it works pretty well, I think
Quote:
Originally Posted by Onyx
Mr. Gygax, a question regarding
a fundamental of D&D that has always weighed heavy in my mind (and
if it's not one you want to tackle, I understand :P).
Heh, Onyx...
You surely do dramatize
things <laughing>
This applies only to OAD&D. Later forms of the D&D game I am not responsible for.
Now I think you mean duplication,
not duplicity, in the two combat factors you are so concerned with, AC
and HP.
If you think having both
is trickery, well, what can I say other than all games are based on the
fallacious, they are not real.
Anyway, on to the basic assumptions employed in those two factors.
AC is the measure of how difficult it is to make an effective attack on a target subject. One might broaden it by including dodging and parrying, but those are subsumed in the single number, as is indicated by the addition of Dex bonus, thus obviating the need for a lot of additional adjustments and dice rolling. The game is not a combat simulation, after all.
Hit points for characters are a combination of actual physical health and the character's skill in avoiding serious harm from attacks aimed at him that actually hit. This is a further measure of the defender's increasing ability to slip blows and dodge, as mentioned above in regards AC. While AC increases mainly by the wearing of superior protectionm HPs increase with the character's accumulating experience in combat reflected by level increase.
In combination the two give a base protection and survivability for the beginning character and allow that base to increase as the character increases in experience. It does not pretend to realism, but it does reflect the effects of increasing skill in a relatively accurate manner while avoiding tedious simulation-oriented considerations and endless dice rolling.
As someone who has designed a number of military miniatures rules sets, I could have made combat in the OAD&D game far more complex, including all manner of considerations for footing, elevation of the opponents, capacity to dodge, parrying skill, opponents using natural weapons, etc. Knowing that the game was not all about combat, I skipped as much of that as I could by having the main factors subsume lessers, ignoring the rest. It is a role-playing exercise where all manner of other game considerations come into play, not just fighting.
Oh, least I forget, when magic is mixed into the formula, getting anything vaguely resembling reality becomes wholly problematical <paranoid>
Cheers,
Gary