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Dragon 31 | - | - | - | Dragon |
The beginning of a character’s life occurs
when he (she) is awarded
his (her) first set of hit points. 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
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, halfelves,
elves, halflings, gnomes and dwarves but
not any monsters or
humanoid—orcs, kobolds, giants, wyvems,
etc. are excluded, and all
their hit points come from random die
rolls).
Having established the beginning, we can
now define the end.
When a character (or non-player character)
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 two hit
points 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 one hit
point 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 player and non-player characters.
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 one more hit point 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 hit point. 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 zero 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 minus one hit point. the
chance for instant death goes up to
30%. All conditions listed remain as scored.
-2, -3, -4: The same is true for
minus
two. minus three or minus four. Note.
however. that if a Cure does not
produce a hit point total of at least
plus one 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 minus five 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 minus four 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 five
hit points. 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
plus one due to magic or recuperation. Recuperation
of 1 hit point takes two
full days, so Charlie is in real trouble if he
has to wait for eight 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 minus one, 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. he or she
will be missing something or
will not be raisable at all!
Raising the Dead: If it essential
that you do not make raising from the dead too easy!
High Priests should be few and far between.
High Priests of different
alignments/religions will either not perform
the act or will charge more.
I suggest a base of 5.500 G.P.! Almost
any High Priest will ask. “What
has this person done to deserve being
raised?” The High Priest is then
70% likely to Commune before making a
final decision or he (she) may
hold off his audience with the party until
he (she) has a Detect Lie in
force. Thus, every Tom, Dick and Gronk
should not be assured of
being raised. especially if they are of
low level. You might wish to relax
this rule for the first time the figure
dies under the adage “Everyone
deserves at least one mistake.”
When a figure is raised, he (she) is at
1-4 hit points and will require
bedrest for as many days as he (she) has
been dead. A figure dead for 1
round still requires one full day of rest.
To bring him (her) up to full hit
points. cures will also be needed, or
the figure can rest so as to gain back
the points naturally. Full bedrest means
no spell casting, melee, etc. A
simple device can be used. and the figure
can communicate. Finally. all
spells are lost when death occurs but
current experience gained towards
the next level is NOT. After all, a hero
does not become a veteran when
he dies so points toward a new level are
not lost, either.
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.