BASIC RULES | Threshold of pain | Effects of wounds | Healing of wounds | - |
ADVANCED RULES | Wound location | - | - | |
- | - | - | Dragon 118 | Dragon |
The Hole was quiet.
Its heavy, semi-circular
doors lay closed; almost horizontal on the low, flat knoll, pieces of its
corroded lock scattered across the ground nearby.
One of the doors opened
suddenly,
pushed upwards from below.
An armored
figure crawled out painfully,
blood
drip-
ping through the rent
chain
armor on its
right leg. A dull roar
followed from deeper
within the Hole.
Aan quickly pushed the
door shut and
leaned heavily on it,
forcing the latch back
into place. He had been
foolish to try to
recapture the church’s
treasure alone, and
now he would pay for
his lack of wisdom.
The lock had not slowed
him at all when
he had entered the Hole
two days ago. He
cursed the remaining
useless splinters of
metal around him and
slipped his thick-
bladed sword through
the latch, then
crawled to a tree and
leaned against it,
clutching his mutilated
leg.
The roars had subsided
to grunts, but
now Aan could hear the
beast directly
beneath the doors. The
doors shuddered,
straining against the
bloody
sword stuck <>
through the latch. Aan
watched the sword
bend and shatter. The
doors flew open.
The beast emerged.
Aan tried to stand, but
the pain in his leg
burned hotter, and he
fell back against the
tree. The beast approached
slowly.
But that can't happen
in AD&D games.
it seems strange that a
medieval sword-
and-sorcery role-playing
system, under-
standably more than a bit
involved in
blood-and-guts violence
and combat,
would have no method of
dealing with the
pain and other effects of
a character’s
physical wounds (it certainly
cannot be
pleasant to have one’s leg
clawed open);
yet, other than the vague
effects of the
symbol of pain spell, AD&D
gaming has no
pain system and no way to
simulate
wounds. Even Loviatar,
the Maiden of
Pain, can cause ‘only a
memory of pain.
The following system, with
advanced
and optional rules outlined
afterwards,
simulates wounds and the
effects of pain.
Basic
Rules
Basically, a wound of sufficient
severity
should cause pain (as well
as actual mechanical damage to the working parts of
the body) that affects a
character’s
performance.
Threshold
of pain
First, the DM must prepare
a new statis-
tic for each character:
the threshold
of pain.
This statistic, a %percentage%
of the character’s total HP, provides a measure
of how severe a wound a character can sustain without suffering adverse
effects.
If any one attack (or any
other
factor that causes similar
loss of HP)
does damage exceeding the
character’s
threshold of pain, the character
suffers
the effects of a painful
wound.
Race && CON
determine the character’s threshold of pain.
Use Tables 1, 2, and 3.
<seems to be missing a column for high elves>
TABLE 1
THRESHOLD OF PAIN FOR
DWARVES AND ELVES
DWARVES
ELVES
Character's
CON |
Gray | Hill | Mntn | Dark | Gray | Valley | Wild | Wood |
6 | - | - | - | 7% | 10% | 8% | 12% | 12% |
7 | - | - | - | 8% | 11% | 8% | 12% | 12% |
8 | - | - | - | 9% | 12% | 9% | 13% | 13% |
9 | - | - | - | 10% | 12% | 10% | 14% | 14% |
10 | - | - | - | 11% | 13% | 11% | 15% | 15% |
11 | - | - | - | 12% | 14% | 12% | 15% | 15% |
12 | 17% | 18% | 18% | 12% | 15% | 12% | 16% | 16% |
13 | 18% | 18% | 19% | 13% | 15% | 13% | 16% | 16% |
14 | 18% | 19% | 19% | 14% | 16% | 14% | 17% | 17% |
15 | 19% | 19% | 20% | 15% | 16% | 15% | 17% | 17% |
16 | 19% | 20% | 20% | 15% | 17% | 15% | 17% | 18% |
17 | 20% | 20% | 20% | 16% | 17% | 16% | 18% | 18% |
18 | 20% | 20% | 20% | 16% | 17% | 16% | 18% | 19% |
19+ | 25% | 26% | 26% | - | - | - | - | - |
THRESHOLD OF PAIN FOR
OTHER DEMI-HUMANS
Character's
CON |
Deep <?> | Svrf | Half-
elf |
Hobbit | Half-
ogre |
Half-
orc |
Human |
3 | - | - | - | - | - | - | 5% |
4 | - | - | - | - | - | - | 6% |
5 | - | - | - | - | - | - | 7% |
6 | - | - | 10% | - | - | - | 9% |
7 | - | - | 11% | - | - | - | 10% |
8 | 13% | 13% | 12% | - | - | - | 11% |
9 | 13% | 13% | 22% | - | - | - | 11% |
10 | 14% | 13% | 13% | 15% | - | - | 12% |
11 | 15% | 14% | 14% | 16% | - | - | 13% |
12 | 16% | 14% | 15% | 17% | - | - | 14% |
13 | 16% | 15% | 15% | 17% | - | 19% | 14% |
14 | 17% | 16% | 16% | 18% | 21% | 20% | 15% |
15 | 17% | 17% | 16% | 18% | 22% | 20% | 15% |
16 | 18% | 18% | 17% | 19% | 23% | 21% | 16% |
17 | 18% | 19% | 17% | 19% | 24% | 21% | 16% |
18 | - | - | 17% | 19% | 25% | 21% | 16% |
19+ | - | - | - | 25% | - | 27% | 22% |
Fighters,
cavaliers,
and monks receive modifiers for the threshold
of pain because of special training unique to their classes and must recalculate
the threshold of pain each
time they gain (or lose)
levels of experience.
Note that some monks can
almost ignore pain altogether.
TABLE
3
THRESHOLD OF PAIN MODIFIERS
FOR FIGHTERS, CAVALIERS, AND MONKS
CHARACTER'S EXPERIENCE LEVEL
Character
Class |
0 |
1-3 | 4-5 | 6-7 | 8 | 9 | 10+ |
Cavalier | - | 2% | 3% | 5% | 8% | 12% | 17% |
Paladin | - | 3% | 5% | 7% | 10% | 13% | 16% |
Fighter | +0% | 3% | 6% | 9% | 12% | 14% | 16% |
Barbarian | - | 9% | 10% | 11% | 12% | 13% | 14% |
Ranger | - | 1% | 3% | 6% | 10% | 15% | 20% |
Monk | - | 10% | 20% | 30% | 40% | 50% | 60% |
Example: Aan is a Warder
(P5) with a CON of 15; he therefore
has a thresh-
old of pain of 20% (15%
for CON + 5% as a 5th-level paladin).
He has 33 HP, so any wound
causing less than 7 hp (20% × 33 hp = 6.6 hp) of damage does
not affect his performance.
Any blow that causes 7 hp
of damage or more inflicts a wound upon Aan — obviously, the beast in the
Hole has done that much damage and
more to the poor paladin’s
right leg.
Characters should record
on their character sheets both the percentage for the thresh-
old of pain and the amount
of damage in HP that cause a wound (for Aan, figures
of 20% and 7 hp). Recalculate
the amount of damage each time the character’s maximum
HP changes.
Effects
of wounds
Each time a single attack
against a char-
acter does damage
exceeding the charac-
ter’s threshold of pain,
the character
receives a wound. (In the
basic pain sys-
tem, the location of the
wound is unim-
portant; imagine the character’s
wounds to
be distributed evenly
over his body.)
Record each wound and the
amount of
damage on the character
sheet.
According to the number
of wounds that
a character has sustained,
certain penal-
ties apply to the character’s
performance:
The indicated penalties apply
as long as
the character’s wounds remain
unhealed,
and change as the character’s
number of
wounds changes.
“Cripple” implies that the
character has lost his ability
to stand un-
aided due to the horrible
wounds on his
legs; until healed, such
crippled characters
must use crutches, lean
on companions, or
crawl.
Example: Cornered in his
hall, a terrified
hermit strikes the elven
thief
Kelthy (29
hp, threshold of pain 14%
and 4 hp), caus-
ing 15 hp damage and creating
a wound.
Kelthy records “Wound 15”
on her charac-
ter sheet and suffers the
penalties of hit
and damage - 1/ - 1 and+
AC
- 1. Fleeing the hermit’s
hall in terror, she
feels a flung dagger penetrate
her lower
back, causing another 8
HP damage and
creating another wound;
her character
sheet now reads “Wounds
15 and 8.” With
two wounds, she now has
the penalties of
hit and damage -2/- 1, armor
class - 1,
and movement rate - 1”.
TABLE
4
EFFECTS OF WOUNDS (BASIC
RULES)
No. of Wounds (Basic Rules) | Hit and
damage |
Armor
class |
Movement
rate |
1 | -1/-1 | -1 | nil |
2 | -2/-1 | -1 | -1" |
3 | -2/-2 | -2 | -3" |
4 | -3/-3 | -3 | -5" |
5+ | -4/-4 | -5 | -8/cripple |
Healing
wounds
Wounds are temporary. Each
time the
character regains hit
points by any means
(including rest, spells
or potions of healing,
wishes,
etc.), divide the amount of hit points
regained equally among all
the
character’s wounds and apply
remaining
points to the oldest wounds.
When a
wound has healed to a level
below the
character’s threshold of
pain, remove the
wound from the character
sheet.
Example: Safe outside the
hermit’s hall,
Kelthy drinks a potion
of healing and
regains 6 HP.
Three points each go to her
two wounds, and she updates
her charac-
ter sheet to read “Wounds
12 and 5.” She
rests for three days, regaining
1 hp per
day (see DMG,
p. 82); her wounds drop to
10 and 4. After another
day of REST, the
knife
wound in her back has healed to 3
hp (below her threshold
of pain) and
ceases to cause its detrimental
effects. She
suffers now only from the
original wound,
healing at 1 HP
per day.
Wound location | Advanced effects of wounds | Effects of head wounds | Effects of body wounds | Effects of leg wounds |
Effect | - | - | - | - |
For a more realistic (and consequently more complicated) system for simulating wounds, use the following advanced rules for wound location, ADVANCED effects of wounds, and overwhelming pain.
Wound
location
In some cases, the physical
location of a
wound on a character’s body
is apparent
— a stab in the back, a
bash on the head, a
chomp on the leg. In other
cases, roll on
the wound location table.
to determine
where the character has
been hit.
Of course, a random wound
location
might not fit the situation
of the battle. An
unarmed kobold
should not be able to
administera head wound to
a 6’-tall
fighter, && a thief.
crouching behind a low
wall should rarely receive
a leg wound.
The DM must arbitrarily
alter the location
of the wound as the game
demands.
Factors other than combat
(fire, falls,
poison, disease, etc.) can
also cause dam-
age as painful as wounds
inflicted in bat-
tle; therefore, any wounds
falling into
these and similar categories
create general
wounds as opposed to localized
damage.
zb
TABLE 5
WOUNDS LOCATION TABLE
d100 roll | Location of wound |
01-17 | Head |
18-40 | Body |
41-55 | Right arm |
56-70 | Right leg |
71-85 | Left arm |
86-00 | Left leg |
ADVANCED EFFECTS OF WOUNDS
In the basic
rules, wounds are consid-
ered to be spread evenly
across the char-
acter’s body; therefore,
the effects of the
wounds are generalized.
In the ADVANCED RULES,
wounds have precise locations and
specific effects.
Effects of head wounds:
If the character is wearing a helmet,
he has a chance of reducing
the damage of the wound by 25% for small helmets or 50% for great helms;
and if the damage
falls below the character’s threshold of pain due to the protection of
his helmet, he suffers no
head wound. If the character
has no hel-
met or his helmet fails
to reduce the dam-
age sufficiently, record
a head wound for
the character.
There is a chance that a
head wound
will knock a character unconscious;
this
chance is equal to the amount
of damage
sustained (after any applicable
reduction
for a helmet is determined)
divided by the
character’s maximum HP.
Uncon-
sciousness lasts for a number
of rounds
equal to the amount of damage
of the
wound that caused the unconsciousness.
Some DMs might wish to impose
blurred vision <(blur)> or ringing in
the ears for multiple
or severe head wounds.
Example: A palace guard in
the gnome king's
castle strikes Thammon (halfling
thief,
constitution 10, 13 hp, threshold of
pain 15% and 2 hp) in the
head from be-
hind, hoping to knock him
out and capture
him (and thereby receive
a promotion).
The guard does 3 hp of damage
and deliv-
ers a head wound to Thammon,
but not
enough to put the halfling
out of action
(3/13 = 0.231 = 23% chance
of uncon-
sciousness, DM rolls a 55
on d100). The
two small demi-humans roll
for initiative
and Thammon strikes first
— a vicious
blow of 7 hp to the guard’s
head. The
guards great helm successfully
protects
his tender gnome head, and
the damage
drops to 4 hp. The guard’s
threshold of
pain is 15% and 5 hp, thus
the blow fails
even to create a wound.
The guard strikes
back in anger, doing another
8 hp of dam-
age to Thammon’s already-throbbing
head
(8/13 = 0.615 = 62% chance
of uncon-
sciousness, DM rolls a 30
on d100). Subse-
quently, the thief falls
at the guard’s feet.
The victorious gnome has
8 rounds to bind
his captive and summon help.
Effects of body wounds:
Body wounds
count only toward overwhelming
pain (see
below).
Effects of leg wounds:
Due to the char-
acter’s impaired ability
to maneuver in
melee, reaction/attacking
and defensive
adjustments (see PH,
p. 11,
Dexterity
Table I) receive a -1 penalty per
leg wound. Also, the character’s
move-
ment rate for all movement
afoot receives
the following modifiers:
TABLE 6
Movement Rate Penalty for
Leg Wounds
Wounds on Wounds on left
leg
right leg 0 1 2 3 +
0 nil -1? -3?
-3?
-5? /cripple
1 -1? -5 -7? /cripple
2 -3? -5? -7? /cripple -9?
/cripple
3 + -5? /cripple -7? /cripple
-9? /cripple -12? /cripple
Table 6
Wounds on right leg | 0 | 1 | 2 | 3+ |
0 | ||||
1 | ||||
2 | ||||
3+ |
The basic rules for “crippled”
characters
apply equally in the advanced
rules.
Effects of arm wounds:
Characters
should specify right-hand
or left-hand
favor; characters with a
high dexterity
have a possibility of being
ambidextrous.
Because of the wounded character’s
re-
duced ability to defend
himself, each arm
wound incurs a defensive
adjustment
penalty (see PH,
p. 11,
Dexterity Table I) of-1,
as well as hit and
damage penalties for the
character’s melee
and missile fighting:
TABLE 7
Table 7
Hit and Damage Penalties for Arm Wounds
W o u n d s o n Wounds on secondary arm
primary arm 0 1 2 3+
Character wielding one-handed weapon with primary arm or ambidextrous
character *
wielding 1-handed weapon
0 ? — - 1
1 - 1 - 1 - 1 - 2
2 - 2 - 2 - 2 - 3
3+ - 3 - 3 - 3 - 4/defense
Character wielding one-handed weapon with secondary arm
0 — - 2 - 3 - 4
1 — - 2 - 3 - 4
2 - 1 - 2 - 3 - 4/defense
3+ - 2 - 3 - 4/defense - 5/defense
Character wielding a two-handed weapon
0 - 1 - 2 - 3
1 - 1 - 2 - 3 - 4
2 -2 -3 - 4 - 6/defense
3 + - 3 - 4 -6/d efense -8/defense
Character wielding two weapons * *
0 — - 1 - 2 - 3
1 - 1 -3 -4 - 5
2 - 2 - 4 - 6 -7/defense
3+ - 3 - 5 -7/defense -9/defense
* Consider weapon arm as primary arm.
* * The indicated penalties apply in addition to the normal penalties
for wielding two
weapons (see DMG, p. 70).
The indicated penalties apply
to both “to
hit” and damage rolls in
melee combat and
to “to hit” rolls in missile
combat. “De-
fense” implies that the
character has been
so badly wounded that he
must roll less
than or equal to his CON
score on
3d6 each round in order
to attack that
round (the roll is not necessary
for missile
combat).
Effect of general wounds:
General
wounds, like body wounds,
count only
toward overwhelming pain
(see below).
Example: Kairin (gray elven
magic-user,
30 hp, constitution 15,
threshold of pain
15% and 5 hp) finds her
encounter with
the evil Uul going tragically
against her.
Her wounds are Head 7 and
Right Leg 9.
Uul casts a fireball
spell at Kairin, doing <cf. WSG.fireball>
8 hp damage and delivers
a general wound
to her. Kairin realizes
that she is out-
matched and seeks escape.
She dashes from Uul’s courtyard
and falls into a concealed pit in the marble corridor, suffering
another 5 HP
of damage and another gen-
eral wound; her wounds
are now Head 7,
Right Leg 9, General 8 and
5. Uul peers
into the pit and laughs
at his helpless
opponent.
Overwhelming pain
Should a character receive
a great num-
ber of painful wounds, he
will be unable
to do anything but scream
and moan in
agony until the wounds are
healed or until
the character is put out
of his misery. He
will be blind and deaf with
pain, and thus
unable to defend himself;
treat such char-
acters as “totally immobile”
for hit deter-
mination (see DMG, p. 67).
The number of
wounds necessary to create
a state of
overwhelming pain depends
upon the
character’s constitution
score.
TABLE 8
Table 8
Number of Wounds Causing
Overwhelming Pain
Number of
Character?s wounds to cause
constitution overwhelming
pain
3-15 4
16-17 5
18
19+
6
Immune to O.P.
Overwhelming pain has no
effect on
characters reduced to zero
hit points or
below or on characters rendered
other-
wise unconscious.
Optional Rules
The following optional rules
for specific
healing, avoided wounds,
and pain for
mounts and monsters add
even more
realism to the advanced
rules.
Specific healing
In the basic rules, healing
affects all
wounds equally. There are
times, though,
when a character might wish
to heal one
wound and not worry about
another. With
specific healing, the character
affects only
the wounds that he wants
to heal.
Cure light/serious/critical
wounds and
(limited) wish spells
provide specific heal;
ing. Magic items of similar
powers also
heal only the desired wounds,
as do sub-
stances such as a salve
of healing or other
similarly controllable means
of regaining
lost hit points. The heal
spell removes all
wounds and damage, and a
periapt of
wound closure heals all
wounds to one
point below the character’s
threshold of
pain.
Avoided wounds
<correct this>
more capable of avoiding
the wounds that
Sometimes loss of hit points
in battle
comes not from wounds but
from the
strain and exertion of fighting
(see DMG,
p.
82). More experienced characters are
might otherwise have been
caused by
their opponents’ successful
hits; although
the victim suffers hit point
loss, no serious
performance-affecting wounds
occur. The
chance of avoiding wounds
depends on
the character’s class and
level; fighters,
cavaliers, and monks have
the advantage
over other classes due to
their training.
(Use Table 9 only when the
damage from
an attack exceeds the character’s
thresh-
old of pain and in an event
where a
wound can occur.)
skill to twist away in time,
and Jiai’s dag-
Example: Aan, confronted
deep in the
tunnels of the evil Temple
of Mar-Phu,
must fight to the death
against the wicked
priestess Phulu Jiai (8th-level
dark elven
cleric, 40 hp, constitution
13, threshold of
pain 13% and 5 hp). Aan
swings his thick
sword at Jiai’s body and
strikes for 9 hp
damage, enough to create
a wound for
Jiai. As an 8th-level cleric,
Jiai has a 12%
chance of avoiding a wound
resulting
from the blow. She rolls
a 66 on d100; the
blade slices cleanly through
her skin (the
DM records “Body 9” on her
NPC sheet).
Enraged, Jiai plunges her
diamond dagger
through Aan’s breastplate
and into his
chest, causing 10 hp damage.
Aan has an
8% chance of avoiding the
wound; he rolls
6 on d100. Aan loses 10
hp, but suffers no
wound (the dagger merely
grazed his flesh
instead of puncturing a
lung). Had Aan
been 3rd level, he would
not have had the
ger would have caused a
terrible wound
that could have hindered
his performance.
TABLE 9
Table 9
Chance of Avoiding Wounds
Character
class
Cavalier
Paladin
Fighter
Barbarian
Ranger
Monk
Other classes
Experience level
0 1-3 4-5 6-7 8 9 10+
7% 15% 18% 21% 25% 30% 40%
na 5% 8% 12% 17% 23% 30%
5% 10% 15% 20% 30% 40% 50%
na 20% 22% 24% 26% 28% 30%
na 5% 10% 15% 20% 30% 45%
na 30% 35% 40% 45% 60% 80%
na 3% 6% 9% 12% 15% 20%
TABLE 10
Table 10
Thresholds of Pain for Mounts
Earthbound mounts
Donkey/mule: 40%
Draft horse: 10%
Horse, riding: 14% + d6%
0x:40%
Pony: 5%
Unicorn: 15%
Warhorse, light: 15%
Warhorse, medium: 20%
Warhorse, heavy: 30%
Wild horse: 25%
Flying mounts
Dragon horse: 20%
Griffon: 30% + d10%
Hippogriff: 25%
Nightmare: 40% + d20%
Pegasus: 15%
Peryton: 20%
Wyvern: 50%
Pain in mounts and monsters
Mounts can feel pain just
as characters
can; if something wounds
a mount too
badly, it will be unable
to bear its-rider.
Mounts use the same pain
rules that char-
acters use, although there
are a few differ-
ences, as detailed below.
TABLE 11
Table 11
Wound Locations for Earthbound
Mounts
d100 roll Location of wound
01-17 Head
18-40 Body
41-55 Right foreleg
56-70 Right hindleg
71-85 Left foreleg
86-00 Left hindleg
TABLE 12
Table 12
Wound Locations for Flying
Mounts *
d100 roll Location of wound
01-18 Head
19-36 Body
37-43 Right foreleg
44-50 Right hindleg
51-57 Left foreleg
58-64 Left hindleg
65-82 Right wing
83-00 Left wing
* For wyverns and peryton,
roll on Table
5 to determine the wound
location for
earthbound mounts and substitute
“wing”
for “foreleg”.
(1)
<type
this section from the original>
If
a mount has wounds on two or more
legs
or more than one wound on any leg,
or
more than one wound on two different
legs,
it is unable to walk at all.
it
will be unable to support its rider. If a
mount
has wounds on three or more legs
A wound
on
the
wing of a flying mount prevents it
from
flying. (Optional rule: A flying mount
with
a threshold of pain of 25% or more
can
still fly with one wing wound, though
it
is unable to bear its rider. Two wing
wounds
ground the mount.)
Some
DMs might wish to apply these
pain
rules to monsters. With arbitrary
thresholds
of pain (try 5% + 2% per hit
die)
and wound location tables (if neces-
sary),
almost any monster can feel the
effects
of pain just as characters do. Some
monsters,
because of their very nature,
are
oblivious to pain (golems, undead,
elementals,
etc.)
(2)
The article continues ...