All Good Things Must End...
Deadly determinations for an AD&D character's fate
Lenard Lakofka


 
 
Raising the Dead + - - - Bleeding
Dragon 31 AD&&D - - Dragon

The beginning of a character’s life occurs when he (she) is awarded
his (her) first set of HP. Any study of death must begin at this same
place: How many points does the character have?

I have heard in many AD&D circles, and I have announced in my
games, that a character of “adventurer rank” begins with a full hit die of
points for his (her) first allotment. A fighter gets 10, a cleric 8, a thief 6, a
magic user 4, etc. (Note: a ranger gets 8+d8, a monk 4+d4.) This is <monks get 6+d6>
adjusted for constitution so that our fighter could have as few as 8
(constitution of 3) or as many as 14 (constitution 18) hit points as a
veteran. Each other class is treated in the same way. Thereafter the
appropriate die (or dice) is thrown, the points adjusted for constitution,
and awarded to the character.

If this system is used by the DM it must be extended to
ALL characters and non-player races (i.e., humans, half-orcs, half-elves,
elves, halflings, gnomes and dwarves but not any monsters or
humanoid—orcs, kobolds, giants, wyvems, etc. are excluded, and all <orcs and kobolds are PC options, and therefore have class levels>
their HP come from random die rolls).

Having established the beginning, we can now define the end.
When a character (or NPC) reaches each listed hit point
threshold he (she) will be subjected to the following conditions:
 
 
Hit points after combat Chance of death Chance of mutilation Chance of scarring Loss of consciousnessness Loss of STR. & DEX. bonuses
2 0%  0%  5%  0%  50%
1 0%  0%  10%  50%  100%
0 10%  2%  15%  100%  100%
-1 30%  4%  20%  100%  100%
-2 50%  7%  30%  100%  100%
-3 70%  12%  50%  100%  100%
-4 90%  20%  80%  100%  100%
-5, -6 100%  40%  100%  100%  100%
-7, -8, -9  100%  70%  100%  100%  100%
-10 100%  100%  100%  100%  100%

2: With 2 HP left (this assumes the character had at least 4
points to begin with), the character has a 5% chance to be wounded so
as to receive a scar (obviously a blow from a weapon is most likely to
produce this effect). In addition, the weakened figure is 50% likely to
lose any strength and dexterity bonus(es) he (she) may have. If there is
a bonus loss, the figure is also forced to give up his (her) ability to run.
This in no way affects others types of performance, includng spell
casting.

1: With 1 HP left (this assumes the character had at least 4
points to begin with) the character has a 10% chance to receive a scar;
loss of any dexterity or strength bonus(es) is automatic, plus loss of the
ability to run. The figure is 50% likely to pass out. This condition is
immediate upon receiving damage. 2-5 rounds later, if the figure
makes a system shock saving throw, he (she) will regain consciousness.
Once consciousness is regained (there are subsequent system shock
checks every 2-5 rounds if the figure remains passed out) there are no
further checks. Remember, this applies to PCs and NPCs.
To casual inspection, the figure looks dead but any close inspection
will show the figure is alive.

0: At zero hit points the figure passes out but has only a 10% chance of
immediate death. In 2-5 rounds, unless wounds are treated-there is
NO treatment for electrical shock, etc., short of a spell-the figure must
make a system shock roll. If he (she) makes the shock roll he (she) has
“stabilized” and will not need a further check for 1 full hour. Subsequent
checks must be made on an hour-by-hour basis. Failure to
make a shock roll will mean the figure loses 1 more HP and
must again check for immediate death. If treated within the 2-5 round
grace period (this means wounds bound, bums tended, etc.) the shock
roll can be put off for 1 hour as stated above.

If a Cure is used then there is no need to roll for system shock for the
victim since he (she) will have at least 1 HP. Again, there is a
chance for scarring. This will take the form of a deep cut somewhere on
the body; it will not impair the figure in any way but can be unsightly.
At 0 points there is a small chance for mutilation. Mutilation
would be loss of a body part or an internal organ that will hamper the
figure.
<>

Restoration or a Wish is needed to restore (regrow) the body part before a Raise Dead can be successful. <actually, this should probably be a regenerate spell, not restoration>

Note that any wound to the heart or a decapitation requires a Wish or Restoration before a Raise <regenerate will not regrow the head of a single-headed creature>
Dead can be successful. Thus, a headless or heartless corpse can never
be raised and a new body part (the head or heart) can NOT be grown
by restoration, though the original part can be restored by restoration. <regenerate>

A mutilation chart follows:

MUTILATION
Die 
roll
Type of injury Restoration? Regrow? Requires 
wish?
Absolute 
death?
1-2  decapitation  yes  no  no  if destroyed
3-7  heart mutilated yes  no  no  if destroyed
8-20  one finger or toe  yes  yes  no  no
21-40 multiple fingers or toes including thumb (1-4) yes yes no no
41-50 hand yes yes no no
51-65 foot yes yes no no
66-80 arm or leg yes yes no no
81-88 eye no yes no no
89 both eyes no yes no no
? ? yes yes no no
? ear and hearing no yes no no
? ? yes yes no no
? ? yes yes no no
97-00 kidneys. brain. stomach. liver. yes. yes. except for brain no. but yes for brain only if brain destroyed

-1: At -1 HP the chance for instant death goes up to
30%. All conditions listed remain as scored.

-2, -3, -4: The same is true for -2, -3, or -4. Note however: that if a Cure does not
produce a HP total of at least +1 the figure must again roll to
see if he (she) dies!

-5, -6: Once a figure, having failed too many system shock
rolls, sinks to -5 or lower, or once he dies due to the immediate
death percentage. he (she) is dead and cures are of no avail.

Example: Charlie the Warrior (Hit points 17) gets attacked by
multiple orcs. They chop him up so that he falls over with a hit point
of minus three. The DM now rolls percentile dice to see if Charlie is
:1-70 he is, 71-00 he is not. The DM rolls 82. Charlie is now lying
sinking fast. If treatment is applied, Charlie is safe from
or 1 full hour. If it is not, 2-5 rounds after falling Charlie
must make his first shock roll—let’s say Charlie’s constitution is 16 so
his system shock percentage is 95%. Thus, if 1-95 is rolled Charlie is
okay: if 96-00 is rolled, Charlie goes to -4 and has a 90%
chance for immediate death. If he rolls 91-00 in that event, he is still
alive. If untreated, he must in 2-5 more rounds check for system shock
again. Failure this time is instant death, since he would go to minus -5 HP.
If Charlie makes his system shock roll, he has stabilized and
need not check again for 1 full hour. But he must check each and every
hour until he is at least +1 due to magick or recuperation. Recuperation
of 1 hit point takes 2 full days, so Charlie is in real trouble if he
has to wait for 8 days to go from -3. to -2. to -1. to 0, to l! If
Wilbur the Cleric casts Cure Light Wounds on Charlie and he goes up
to -1, Charlie must check immediately to see if he dies (a 30%
chnce): if he does not, he does not check his system shock for 1 more
hour.

This system keeps the party from having to run to a High Priest
every session and in general makes play better. Remember that to use
this system means that opponents must gain the same rights!! Again,
the system does not apply to classic monsters.

Once a figure does die, what must be done? If he or she loses a
body part it might have to be restored before Raise Dead is possible.
Mutilation of a figure who has gone to -10 is 100%. so that if raised
without a Wish or Restoration <Regenerate> he or she will be missing something or
will not be raisable at all!

Raising the Dead +

Bleeding: Special weapons, like a Sword of Wounding, will cause the figure to
bleed after death; thus. he (she) will go from 0, to -1, to -2, to -3, to
-4, etc. on a round-by-round basis. Each round there would be a
10%, 30%, 50%, 70%, 90% + 100% (respectively) chance for instant
death.