Love your injury tables! That’s the grittiness the game needs. I also hate death at 0, because such a binary relationship between full health and death in usually complete fantasy outside of falling from 3000 ft or a gunshot to the head. The only thing worse is D&D 5e with no penalties for going to 0.
The way I do it in my homebrew system works like this. If you get taken down to 0 HP, you get injured and need to roll CON to stay conscious. Each injury you have bumps the difficulty of all rolls up by one step due to the pain and blood loss and whatnot. If you go unconscious, you need to be tended to in an hour or else you die. You're also still at 0 HP so if you get hit again, that's another injury and another CON save. If you accrue so many injuries that the save becomes impossible(for most characters, that'd be 3), you are dead.
Like you, I have struggled to solve the deadliness of early D&D. I have never thought of your effects chart, but I love the idea! Thanks for sharing your 1d6/2d6 idea!
These are really great! They strike a good balance between ease of use and granularity. Working on my own tables right now for a system I’m devising, and it’s definitely a challenge to use injuries in an interesting way without dropping an unwieldy mini-game into the middle of a combat.
Cool stuff! Thanks for sharing! I went for a simple d20 chart which is rolled any time a character drops to zero. Goes from instant death (you still may get to say your final words), through severe and permanent injuries (loss of limb or ability loss) to lesser injuries and at 20 "it's just a flesh wound - you continue fighting". Pretty much all the injuries take the character out of action for at least 10 to 60 minutes. I also let my players roll their d20 hero reroll if they have it. It just turned our knight's severe head injury (out for hours and 1d4 permanent int damage) from a wandering skeleton into a concussion (1d6 turns unconscious). My skeletons deal necrotic damage which is this cold, black smoke like energy that keeps the skeletons together and seeps from their hands into their target. So it spread from the character's chest to his head and could be seen as smoke like darkness in his open eyes. Not that extensive play testing, but so far I'm quite happy! 😀
Another thoughtful video… I most often play Index Card RPG Master Edition in a medieval fantasy setting. At my table, a character dropped to 0 hit points or below (but not obliterated by achieving negative hit points equal to the inverse of that character’s max HP), rolls a D4 to determine the number of subsequent rounds left to stabilize before falling dead permanently. (No Constitution bonus is applied to this roll.) The character is unconscious and “bleeding out” or otherwise waning in life force. During these “coma rounds,” the only action the downed character can take is a D20 “death save” roll. If the character meets or beats the current target-with the Constitution bonus added to the saving throw-the status of the character changes to unconscious and stable, no longer bleeding out, and the death timer goes away. If instead a natural 20 is rolled, the character pops up, conscious but still near death, with 1 HP at the beginning of the character’s next turn. Conversely, on a nat 1 result, the death timer loses an extra tick, which is sometimes enough to make the downed character expire. During these same rounds where the player is down and dying, any ally can attempt aid the comatose character with an Intelligence-based “Don’t die on me, man!” roll (i.e., with a bonus thrown in)-more or less RAW. In this case, the dying character’s Constitution bonus makes no difference. A successful DDOMM roll versus the current target number (“DC” in D&D terms) stabilizes the dropped player, and a nat 20 restores 1 HP and fuzzy consciousness. Lots of potential for drama with these mechanics in place, while permanent death remains a very serious possibility.
Cool, seems a hybrid of a few systems. I could see that working well. Though personally I would not let the table know how many round till death - too meta for me.
I use a lingering injuries table for my ICRPG game. It's also 2D6, but the harsh stuff is on 2 and 12, and there's no insta death option. One of my players keeps wanting to lose an arm for a roleplay thing, lol.
Ha! “Great minds”… I was working on a maimed & dismembered chart for my current BX game too! Not so much for “Death is harsh” as Death is less interesting than a maiming or loss that may provide a gritty twist to a character’s story. That eye our magic user just lost will probably be replaced eventually with some strange otherworldly relic that might help AND hamper the character. Whatever happens, it should be more interesting than simple death which is fine too sometimes of course.
Very topical. I'm prepping up an OSE game and was going to homebrew death at zero. I might incorporate some of these ideas. I was going for this: *Exactly zero HP = knocked out but are stable. Save vs Death on their next turn, they can regain 1hp and wake up (but do nothing else for that round). If they fail their save, they remain unconscious until healed (via magical or mundane methods). *Negative HP: maximum negative HP is Level + CON modifier (all PCs can go to -1, regardless, thus, a 1st level PC with a -1 or worse CON modifier, can still go to -1 HP without dying). *Lose 1 HP a round until stabilized. Other PCs can stabilize the PC in negative HP: the dying PC can make a Save vs Death for each attempt. Fail: the attempt can be made again the following round, etc. Only one attempt can be made each round. For each additional PC lending aid to stabilizing, add a +2 modifier to the saving throw. It is impossible to have more than 4 people aiding in this way due to space. *Permanently lose 1 CON point each time a PC is reduced to zero or lower. *Resurrection / Reincarnation magic requires a Death Saving throw. A fail means that the PC is hopelessly possessed by malevolent spirits and will do all they can to cause misery and illness.
After watching this video, I added an injury table to my game for if the PCs reach exactly 0 HP. Last session our first death occurred along with another PC dropping to 0hp they rolled on the table and got the one result that was full recovery, lol. But they love it and want to keep it in the game.
Good discussion. I've seen other critical wounds tables that take effect at 0hp, as well. Alternatively, if death is still at 0hp, I've toyed with the idea of allowing a PC a cinematic death - one final action: mage burning out magic, fighter diving in front of foe or one last attack, cleric calling down miracle or curse. Go out in a blaze of glory!
I’ve seen a variant/homebrew rule for D&D 5e: if a player goes down and is healed, they can come back up and continue combat, but they take a level of exhaustion. Adds risk to going down since each added level inflicts more debuffs, and six levels means full death, where they can only come back through Revivify or Resurrection (if you don’t have them make a deal with Death, fight their way back, challenge Death to a game, etc.)
Good work! Two ideas came to me while listening to this video, because I like your ideas-but I’m always looking to turn charts and tables into something else that I won’t have to flip to or look up. Idea #1: When killing strokes leave a character at exactly zero, presume the party stabilizes them after the battle (if they win) and play on from there (Heal them or carry them somewhere to get help). Idea #2: When killing strokes leave a character at negative Hit Points, that value must equal a reduction in Ability Score(s) before that character can be active again (Judge may still want to stipulate that the party survive the battle and require that the fallen character be provided a proper convalescence, in a bed, for example, but I digress). The Ability Score to “burn” could be chosen by the Player, dictated by the Judge, or indicated by a d6 roll. Ability Scores imaginably depend on bodily machinery, so a loss of several points can easily inspire likely descriptions about why. I’m currently playing a DCC character with low Agility and a Speed penalty too! I describe him as having a peg leg.
I use this, health, injury, death. If players hit zero Health they switch to injury point, if they hit zero on injury the wound became semipermanent and they are rendered immobile. Next is death loss these points your dead, even if saved injury is now permanent. Part of this is for basic reason, not every enemy would want to kill the players. I will check out your chart's at some point, always good to have something to compare to, and as stated not every game is the same.
Ah yes, since it requires magic I don’’t typically consider it as part of the “standard” dying stuff - especially since unlike other games that have bleeding it can not be handled through a mundane action.
My ruling for OSE/Basic: At 0HP, you're down. Make a death save. The amount which you succeed by = the number of combat rounds you stay alive, it is also a bonus for rolling on an injury table. If you're healed within the number of combat rounds you won by succeeding on your death save, or if combat ends favorably within that number of rounds, you live but with whatever injury you got from the injury table. Some injuries still require you to be saved within x number of exploration turns if you where not healed (fictionally this is like someone bandaged your wounds after they won the fight, but you'll still die unless you get supernatural healing).
Great ideas as usual. Especially like the idea of using penalties to attributes a bit more as a consquence of crits (as the Year Zero Engine). I will try your charts as soon as possible!
I have made very similar charts although I haven't used them in quite awhile. I fell back on zero is unconscious; player rolls three saves or fails. If damage is below -3, character is killed outright. Three fails, character dies. The charts consulting seemed to halt the tension-building during the harrowing attacks. After this video I'd like to re-visit that and see if I can deal with critical charts in a way that really works with the drama and thrill.
I personally HATE death saves, what I do is if a character goes down I have them roll a 1d4+ there con modifier and that number is the amount of rounds they have till they die unless they are healed by ether a cleric, potion, or medicine/ healing check with medical supplies on hand. edit: if they dorp to -5 it's 1d2+ con rounds. At -10 it's 1+con rounds, at -11 or more it's instant death and you get roll a new character
A lot of games have experimented with grit/flesh right now. The basics is that grit represents luck, endurance, pain resistance while a smaller pool of flesh is actual wounds. Grit is easily restored and needs to be chipped away first, flesh is more punishing to heal. We tried one where 0 grit meant a character was knocked out of the fight but not dead. Excess damage when your grit was knocked off carried over to flesh, some situations like poison or ambushes or falling dealt damage right into flesh. We found that PCs and encounters they met would often survive. A character knocked to 0 grit with something like 4 flesh would be out of combat but could crawl or stagger back. Some critters and level 0 goons would have so little that the last swipe could knock off their remaining grit/flesh in one go and they'd die. Enemies and the PCs themselves would often concentrate on active fighters who were actively resisting them, not killing the injured people.
@@BanditsKeep They wanted grit to be some sort of approximation between morale, toughness, luck and endurance. So people would make a desperate rallying speech to get their mates up and into a fighting stance, use spells to restore the grit of entire groups or demoralize the other gits with mean words. It led to some fun moments, but in hindsight I think we should have kept the traditional morale rules.
I'm a huge fan of the reaction table, which is more or less the/a "classic" 2d6 table. I will sometimes draw one up with a dungeons/scenario. Some variations in a small set of these tables you can layer in complexity. But yeah, I like this general way of handling this situation.
We kept it pretty simple in most of the campaigns I played in. At 0 hp you were knocked out. At -1 you were dying and would lose 1 hp per round. Swords of Wounding and such would add their damage as applicable. At -10 hp you were Dead and required a Raise Dead or Resurrection spell. Other factors would apply such as if a Critical Hit effect caused loss of ho's, etc. We would allow players to help stop the bleeding (or whatever) but unless they had some medical skills it was of minimal effect.
@@BanditsKeep Been there, done that. "PCs wobble but they don't fall down." Back up to full strength hours later. Stronger magic than at Hogwarts. Some of the best low level battles were those when the party was trying to get back to home base to heal up and ran into something nasty along the way.
I use a rule based on other games such as darkest dungeon: at 0 hp you ar near death, any other damage you take you must make a save VS death It's different than rolling on a chart straight away because at 0 hp you still have a chance to control your character, presumably to try to save it, escape, you only roll the Death Save if you take another hit after that There must be an emergency state between "100% effective" and "dead" (or KO'd) I took this from the angry gm
@@charles_pensamentocritico The players knows they are low on HP that is the fear... If your players don't think to run or act differently when their HPs are low, they are very different than my players :)
@@BanditsKeep but I am not talking about causing fear, I am talking about the state that you are defeated and hurt (to the point you can't just keep attacking at 100% effectivness) but not dead
I've been tinkering with a rule that states that you roll a d20+ Con Mod. The DC for the roll is 10, but you add your negative HP as a positive modifier to the DC. So if you're knocked to -3, the DC is 13. You roll this death save every round. If at any point you fail this roll, you have bled out.
I asked my players if they would be interested in alternatives to death, like lingering injuries (a la Emmy Allen's 'RPGs as Emotional Gambling'). Surprisingly, they were not interested. So, we do a single save vs death at 0 hp or below. Save and your character is unconscious (and helpless, easily dispatched, perhaps paralyzed by venom, etc); fail and your character is dead forever.
This is so cool and i’m gonna put these in my back pocket to make the world feel a little more gritty but still enjoyable should my players opt in. These look easy to convert to D&D 5e, do you have any suggestions for doing that?
I'm running OSE with some heavy DCC inspiration. So what we are doing is at 0 HP you are down. Player makes a death save, if they succeed they take a permanent -1 to a random stat and their death save. If they fail roll then they are dead. It gives them a chance to live, but also means that you will eventually die if you keep going down. I have players make the death save as soon as they hit 0 instead of when they recover the body, so if they do indeed die, they have the rest of combat to make a new character. It also let's me narrate the blow depending on if they survive or not. A killing blow is obviously fatal, while a down will be something that will hit whatever attribute they lose, like a hard blow to head for wisdom/intelligence.
Great content and something I have been considering incorporating. In my own game thank you! So…what’s your thoughts on incorporating insanity/mental ailment/ tics penalties when -0 hp is reached or when certain extremes events effect the player or the party? Do you think it would work in a BX game? A magic user who suddenly develops a stutter could definitely spice up a game in some situations.I really enjoy your content , keep up the great work.
I think it can work if it has direct mechanical effects - I’ve found (playing call of Cthulhu) that many “insanity” effects are often role played a bunch when they first occur, then are pretty much forgotten
I've been agnostic about death at 0 HP forever. I really don't like 5e where death is rare and seems "contrived". I also don't like "Tag! Your healed" spells, but I totally get why they are often allowed in the heat of combat. I like your charts. They try to find a middle ground and introduce "lasting damage". This was the genius of "Keep on the Borderlands". After a fight or 3, a new party would "call it a day" and go back to safety. In our own adventures, we often forget that gritty realism and inconvenience are closely related. Middle Earth contained all kinds of hazards, but was full of unexpected safe havens too. A secret door to a secret room or secret exit, suddenly becomes really valuable to a party if magical healing is not instantaneous and seamless. Even at Hogwarts broken bones took hours to magically heal. Having a character knocked out of a game because it will take weeks or months for them to heal, is not as bad as that character expiring permanently. I'm not sure why lasting injury is not used as an alternative to death more often. I like the idea of players having lesser back-up characters hanging around at the tavern waiting for their chance. It also begs the question, how often on average do you want player death to occur at your table. I think one in five games is a little too much, but I would go for serious injury knocking a PC out of the game one in five sessions. Player death? Maybe one in 15 or 20 sessions. Sounds small, but in a year-long weekly campaign 2 or 3 PCs biting the dust is high mortality for D&D.
When I used this system in a BX campaign, one player had a PC out for a few weeks and played their back-up, turned out they liked their back-up better and it became the main PC
I hope to turn hit points into 'try-hard' points, so that an adventure moves quickly in the beginning . . . and then the PCs start running out of resources and actual injury becomes far more likely. It also means I can have clerics who don't need to throw around healing miracles like a messiah surrounded by lepers.
Well well well... I better enjoy Daniel's channel while it's still small because in a year or two, he will probably not afford to read every comment, let alone create videos suggested by its subscribers under an old actual play 🥰
Great video this is my chart I've been working on. I skipped the bone breaking went for a dark thematic Life After Death!? After failing character Death Saves, Plot Twists. Judgment Day, Random Fates of the Gloom, Death is not always the final solution! roll 1d6 1. You Lucky Dog! You've manage to somehow escape the dark grip of the Gloom. Captured delirious and Exhausted, Held for ransom by members of a rivalry Guild an arrangement for release is sent to the party 1,000gp per character level of the hostage. Reward +1,000xp per character level of the hostage. *Escape! see below. 2. Wait a minute, I'm not right handed! you’ve been replaced by a shapeshifting bad guy. Work with the DM to play this new story plot. 3. Roll 1d6 (1-2) Closed Casket Funeral, Mauled to Death everything is lost (3-6) Comrades are able to bring your remains and your stuff back to civilization. The party receives 1,000XP x Level of the deceased to share. (remember Encumbrance) 4. Heroes Funeral, Comrades are able to bring your remains back to civilization, but your stuff is lost. The party receives 5,000XP x level of the deceased. (Remember Encumbrance) 5. The Gloom takes it's share!. You and your stuff, are sacrificed to the loathsome forces of the Gloom in order to gate in 1d6 demons random CR 1d6+character level of the deceased, roll 1d6 1-2 the demons appear now! 3-6 added to a random encounter in the near future Muahahaha! 6. Wishing you were dead, Captured by monsters. Comrades know the general location of where you were captured and the type of monster holding you captive *Escape. Example A gorgon, has captured and petrified you. *Escape Anyone captured gets one chance to escape on their own power. The base chance is 1 in 6, increased by 1 per character trying to escape. If you don’t escape you must role-play the situation, be rescued or maybe ransomed. For each session of play that you languish in captivity there’s a 1 in 6 chance of some worse fate befalling you.
@@BanditsKeep the others have a morale choice to do what the dead character rolled on the list, possibly lose XP or local reputation back at the local tavern as in "oh hey there, where's your buddy? You let her just die in there!?". There are also xp rewards for the other characters or the DM can think up a good hook or up the anti if the characters are motivated by other things etc..
@@BanditsKeep oh I misunderstood like at the end of big bad lair and the dungeon is mostly cleared out. We'll that's when you can get creative. Make a Gloom "Chaos vs. "Lawful" roll think back on how heroic the character was during the overall time they were alive give bonuses and roll off black d6 for Chaos and White for Lawful highest wins the soul and make a d6 list for each roll on it and flavor the lists to the setting and the gods fighting over dominance and power the adventurers are a threat to chaos! Roll it in front of the party for dramatic effect some will live on and some will parish
I’m specifically asking about the being captured options - if the party kills all the bad guys does the PC avoid capture? If not, how do you work that into the game?
Thanks for the much needed info. As you've noted each 'edition' of rules has their own system of Injury and Death. You are very correct, 5e definitely gives the PC more of a chance to survive versus Insta-Death. Is there any hope for a 'happy medium' between them all??
I think 5e is plenty deadly if you ignore Cr and just build encounters semi randomly as you would in early editions. 5e has given us more tools to regulate difficulty but people have taken that to mean you should always provide balanced encounters. You probably shouldn't be expecting every combat to be winnable for PCs through combat alone.
I give 5 free hit points and say those represent serious injury. Everything else is fatigue & minor cuts & bruises. Anytime you’re brought to 5 or less, you're too injured to attack (defend only) and you roll for a scar or minor permanent injury. Zero hit points is semi-conscious and dead in 1d6 rounds. I also limit hit points & natural healing, compared to 5e, which is way overpowered in other ways too. However, you can also catch a “lucky break” & get out of any bad situation, but you'll owe me an “unlucky break” later when i want the villain to escape or whatever.
BECMI gives you a death save also. But it is a bit more harsh. You have to save every turn (10 min). If you succeed, you lay there bleeding until someone can stabilize you. One fail = death. In the 5e game I play in, the DM added an Injury roll at 0hp to make things more serious.
@@BanditsKeep I do not know which box set, but I know it is in the Rules Cyclopedia (page 266 under Variant rules). AFAIK, everything in the RC is found in one of the box sets or Gazetteers. Interesting side note: There is no natural healing rule anywhere in the RC or box sets. Hence, I stick with the Moldvay rule for that.
In WFRP, characters do not die from losing all their Wounds. Their Wounds are a buffer of "flesh wounds" against critical injuries. And crit injuries can be amputations, bleeding, knocked prone or death.
@@BanditsKeep Players try to move their PCs into the back line when they are at 0 Wounds. Not all the WFRP crit results are lethal or incapacitating. They can still act and fight if they want to, but now every single hit is going to be another critical wound. WFRP liked to maim characters instead of killing them.
Death at zero works very well in my OSE campaign. I use death at -10 in AD&D, but this essentially means that unless the group is all taken out, or they are forced to abandon their comrades, party members tend not to die.
@@BanditsKeep Yes. In AD&D 1e, you have that buffer of death at -10 hits, but if you reach 0 or less hit points, you require a week’s rest, regardless of magical healing. This changes the game from being a heroic fantasy with easy combat to something where members of the party can be bedridden after a fight. If you also track time (use time!), the game automatically becomes more intense and the worldview really changes.
Open Legend RPG gives you HP equal to blah, blah, blah at level 1. Its going to be 18 to 27 hp probably. It doesnt go up except by 1 per level maybe. I dig this idea because it means your character doesnt get better at being stabbed over time.
Question: If I am understanding this correctly, if you just drop to 0 hp there is a chance nothing bad happens? If your 1d6+0 total was a 1 you'd be fine?
I'm tempted to borrow Darkest Dungeon's mechanic of being "at Death's Door" if on 0 HP. Character stays fully active (no permanent injury or loss of consciousness) but every subsequent attack leads to death save (I'd do it a 50/50 chance). This keeps players active, puts dilemma in front of them and introduces "push your luck" mechanic. Had anyone tried this? Did it work?
@@BanditsKeep It is enough to heal a little. You are "At Death's Door" for as long as you have 0 HP (there are no negative HP in this system). If you have 1 HP you are fine (for now ;) ). Every time a character "ADD" recieve any demage, he must pass a Death Save (or die, obviously). Mechanics like "bleeding" or "poisoned" that deal small amout of demage every turn can be a necessary addition to make it work, but maybe not.
I'm neither the hugest fan, nor the biggest decryer of Death Saves, but I've never seen someone playing 5e to be like "Oh, I'm just rolling my death save, whatever" no they're always high stakes, super intense. What kills it is Healing word but that's a topic for another day
I've always been fond of the 3e system. I believe it was 0 HP was unconscious and -1 and less is dying. Dying chargers lost 1 HP per round and died when the negative HP equaled or exceeds Con. Healing stabilized characters, even if still at negative hp, and a healing kit could be used, too.
Interesting stuff, but what if someone rolls a "1"? Also, what if you replaced the effect of the "2" with where the "6" is and moved 3,4,5,6, down one? It seems like the effect of the "2" is more severe than 3,4,5, and 6. I do like your ideas though!
I think it should be simpler, like this: 2d6 DEATH SAVES At 0 HP, drop everything and fall unconscious. Roll a 2d6 death saving throw how badly you're injured or wounded. Injuries / Wounds are abstract with no long-term consequences other than fatigue for 1 day. 2-3 Instant death. 4-6 Fatal wound or injury. Remain unconscious and die without treatment in 1d4 turns. If treated, wake up with 1 HP in 1d4 hours. 7-9 Life-threatening wound or injury; remain unconscious for 1d4 hours. Die without proper treatment in 1d4 days. 10-12 Severe wound or injury; Remain unconscious for 1d4 hours.
Or better yet, roll 2d6. On a 7 or greater, you survive but you're unconscious. 6 or less means you're dead. Reroll all death saves whenever you're attacked in this state.
That is certainly simple enough, but to be honest, I’d rather use 5e death saves in that case - no long term injuries is the part of that system I don’t care for
Too complicated a procedure, what I do is ask for the player to roll an easy constitution check when they get knocked out to see if they are damaged beyond just unconscious while also making that status effects last beyond falling unconscious so the players have to work to find a solution, but I appreciate you sharing your method with us.
@@BanditsKeep either a particularly nasty hit or the last hit will determine the kind of cut or concussion that will remain when they regain consciousness. :3
Love your injury tables! That’s the grittiness the game needs. I also hate death at 0, because such a binary relationship between full health and death in usually complete fantasy outside of falling from 3000 ft or a gunshot to the head. The only thing worse is D&D 5e with no penalties for going to 0.
Thanks
Death doesn't even have to be the end! Fight your way back from the underworld!
Yes!
The way I do it in my homebrew system works like this. If you get taken down to 0 HP, you get injured and need to roll CON to stay conscious. Each injury you have bumps the difficulty of all rolls up by one step due to the pain and blood loss and whatnot. If you go unconscious, you need to be tended to in an hour or else you die. You're also still at 0 HP so if you get hit again, that's another injury and another CON save. If you accrue so many injuries that the save becomes impossible(for most characters, that'd be 3), you are dead.
Cool
Sensible, simple, and workable.
Well done. I will implement your tables and let you know how it goes. I like this variation of "zero" hp. Thanks.
Awesome! I look forward hearing how it goes.
This topic just reminds me of the Princess Bride & being "Mostly dead".
Indeed
Like you, I have struggled to solve the deadliness of early D&D. I have never thought of your effects chart, but I love the idea! Thanks for sharing your 1d6/2d6 idea!
Let me know if you use them and how they work for you.
These are really great! They strike a good balance between ease of use and granularity. Working on my own tables right now for a system I’m devising, and it’s definitely a challenge to use injuries in an interesting way without dropping an unwieldy mini-game into the middle of a combat.
I definitely tried a few different things before landing on this, thanks!
Cool stuff! Thanks for sharing!
I went for a simple d20 chart which is rolled any time a character drops to zero. Goes from instant death (you still may get to say your final words), through severe and permanent injuries (loss of limb or ability loss) to lesser injuries and at 20 "it's just a flesh wound - you continue fighting". Pretty much all the injuries take the character out of action for at least 10 to 60 minutes.
I also let my players roll their d20 hero reroll if they have it. It just turned our knight's severe head injury (out for hours and 1d4 permanent int damage) from a wandering skeleton into a concussion (1d6 turns unconscious). My skeletons deal necrotic damage which is this cold, black smoke like energy that keeps the skeletons together and seeps from their hands into their target. So it spread from the character's chest to his head and could be seen as smoke like darkness in his open eyes.
Not that extensive play testing, but so far I'm quite happy! 😀
Sounds pretty cool!
@@BanditsKeep thanks! 😀
Another thoughtful video… I most often play Index Card RPG Master Edition in a medieval fantasy setting. At my table, a character dropped to 0 hit points or below (but not obliterated by achieving negative hit points equal to the inverse of that character’s max HP), rolls a D4 to determine the number of subsequent rounds left to stabilize before falling dead permanently. (No Constitution bonus is applied to this roll.) The character is unconscious and “bleeding out” or otherwise waning in life force. During these “coma rounds,” the only action the downed character can take is a D20 “death save” roll. If the character meets or beats the current target-with the Constitution bonus added to the saving throw-the status of the character changes to unconscious and stable, no longer bleeding out, and the death timer goes away. If instead a natural 20 is rolled, the character pops up, conscious but still near death, with 1 HP at the beginning of the character’s next turn. Conversely, on a nat 1 result, the death timer loses an extra tick, which is sometimes enough to make the downed character expire. During these same rounds where the player is down and dying, any ally can attempt aid the comatose character with an Intelligence-based “Don’t die on me, man!” roll (i.e., with a bonus thrown in)-more or less RAW. In this case, the dying character’s Constitution bonus makes no difference. A successful DDOMM roll versus the current target number (“DC” in D&D terms) stabilizes the dropped player, and a nat 20 restores 1 HP and fuzzy consciousness. Lots of potential for drama with these mechanics in place, while permanent death remains a very serious possibility.
Cool, seems a hybrid of a few systems. I could see that working well. Though personally I would not let the table know how many round till death - too meta for me.
I use a lingering injuries table for my ICRPG game. It's also 2D6, but the harsh stuff is on 2 and 12, and there's no insta death option. One of my players keeps wanting to lose an arm for a roleplay thing, lol.
Nice!
Ha! “Great minds”… I was working on a maimed & dismembered chart for my current BX game too! Not so much for “Death is harsh” as Death is less interesting than a maiming or loss that may provide a gritty twist to a character’s story. That eye our magic user just lost will probably be replaced eventually with some strange otherworldly relic that might help AND hamper the character. Whatever happens, it should be more interesting than simple death which is fine too sometimes of course.
I like that!
Man, I love these charts. I also like how you give props to your inspiration.
Thanks!
Love your tables! In the setting I am going to publish, I actually use a stylized version of "wounds", more or less lethal, instead of hit points.
Nice!
These are awesome charts, good work Daniel. ^_^
Thanks!
Very topical. I'm prepping up an OSE game and was going to homebrew death at zero. I might incorporate some of these ideas. I was going for this:
*Exactly zero HP = knocked out but are stable. Save vs Death on their next turn, they can regain 1hp and wake up (but do nothing else for that round). If they fail their save, they remain unconscious until healed (via magical or mundane methods).
*Negative HP: maximum negative HP is Level + CON modifier (all PCs can go to -1, regardless, thus, a 1st level PC with a -1 or worse CON modifier, can still go to -1 HP without dying).
*Lose 1 HP a round until stabilized. Other PCs can stabilize the PC in negative HP: the dying PC can make a Save vs Death for each attempt. Fail: the attempt can be made again the following round, etc. Only one attempt can be made each round. For each additional PC lending aid to stabilizing, add a +2 modifier to the saving throw. It is impossible to have more than 4 people aiding in this way due to space.
*Permanently lose 1 CON point each time a PC is reduced to zero or lower.
*Resurrection / Reincarnation magic requires a Death Saving throw. A fail means that the PC is hopelessly possessed by malevolent spirits and will do all they can to cause misery and illness.
Very cool, let me know how it works out
honestly the one shot table was lovely going to use this for my west marches style
Awesome thanks!
After watching this video, I added an injury table to my game for if the PCs reach exactly 0 HP. Last session our first death occurred along with another PC dropping to 0hp they rolled on the table and got the one result that was full recovery, lol. But they love it and want to keep it in the game.
Nice!
Good discussion. I've seen other critical wounds tables that take effect at 0hp, as well.
Alternatively, if death is still at 0hp, I've toyed with the idea of allowing a PC a cinematic death - one final action: mage burning out magic, fighter diving in front of foe or one last attack, cleric calling down miracle or curse. Go out in a blaze of glory!
I like the Cinematic death idea
I’ve seen a variant/homebrew rule for D&D 5e: if a player goes down and is healed, they can come back up and continue combat, but they take a level of exhaustion. Adds risk to going down since each added level inflicts more debuffs, and six levels means full death, where they can only come back through Revivify or Resurrection (if you don’t have them make a deal with Death, fight their way back, challenge Death to a game, etc.)
I like that
Good work! Two ideas came to me while listening to this video, because I like your ideas-but I’m always looking to turn charts and tables into something else that I won’t have to flip to or look up.
Idea #1: When killing strokes leave a character at exactly zero, presume the party stabilizes them after the battle (if they win) and play on from there (Heal them or carry them somewhere to get help).
Idea #2: When killing strokes leave a character at negative Hit Points, that value must equal a reduction in Ability Score(s) before that character can be active again (Judge may still want to stipulate that the party survive the battle and require that the fallen character be provided a proper convalescence, in a bed, for example, but I digress). The Ability Score to “burn” could be chosen by the Player, dictated by the Judge, or indicated by a d6 roll.
Ability Scores imaginably depend on bodily machinery, so a loss of several points can easily inspire likely descriptions about why.
I’m currently playing a DCC character with low Agility and a Speed penalty too! I describe him as having a peg leg.
This is a great simple option
I use this, health, injury, death. If players hit zero Health they switch to injury point, if they hit zero on injury the wound became semipermanent and they are rendered immobile. Next is death loss these points your dead, even if saved injury is now permanent. Part of this is for basic reason, not every enemy would want to kill the players. I will check out your chart's at some point, always good to have something to compare to, and as stated not every game is the same.
Nice
You missed the bleeding out rule in DCC. You’re not dead at zero in DCC
Ah yes, since it requires magic I don’’t typically consider it as part of the “standard” dying stuff - especially since unlike other games that have bleeding it can not be handled through a mundane action.
@@BanditsKeep Where's that DCC rule you're talking about here, dude? Thnx 👍
@@retrodmray Page 93 :)
@@BanditsKeep Cool....thnx!
My ruling for OSE/Basic: At 0HP, you're down. Make a death save. The amount which you succeed by = the number of combat rounds you stay alive, it is also a bonus for rolling on an injury table.
If you're healed within the number of combat rounds you won by succeeding on your death save, or if combat ends favorably within that number of rounds, you live but with whatever injury you got from the injury table. Some injuries still require you to be saved within x number of exploration turns if you where not healed (fictionally this is like someone bandaged your wounds after they won the fight, but you'll still die unless you get supernatural healing).
Cool
Been looking for something like this. Thanks Daniel.
Awesome, let me know how it works for you
Great ideas as usual. Especially like the idea of using penalties to attributes a bit more as a consquence of crits (as the Year Zero Engine). I will try your charts as soon as possible!
Cool, let me know how you like them in play
The frostgrave rules are good for this at the end of the session. Your approach during the session is interesting
Cool, a friend of mine gave me that book, I’ve yet to read it though 😊 I’ll have to move it to the top of the pile
I have made very similar charts although I haven't used them in quite awhile. I fell back on zero is unconscious; player rolls three saves or fails. If damage is below -3, character is killed outright. Three fails, character dies. The charts consulting seemed to halt the tension-building during the harrowing attacks. After this video I'd like to re-visit that and see if I can deal with critical charts in a way that really works with the drama and thrill.
Cool
I personally HATE death saves, what I do is if a character goes down I have them roll a 1d4+ there con modifier and that number is the amount of rounds they have till they die unless they are healed by ether a cleric, potion, or medicine/ healing check with medical supplies on hand.
edit: if they dorp to -5 it's 1d2+ con rounds. At -10 it's 1+con rounds, at -11 or more it's instant death and you get roll a new character
Cool
A lot of games have experimented with grit/flesh right now. The basics is that grit represents luck, endurance, pain resistance while a smaller pool of flesh is actual wounds. Grit is easily restored and needs to be chipped away first, flesh is more punishing to heal.
We tried one where 0 grit meant a character was knocked out of the fight but not dead. Excess damage when your grit was knocked off carried over to flesh, some situations like poison or ambushes or falling dealt damage right into flesh.
We found that PCs and encounters they met would often survive. A character knocked to 0 grit with something like 4 flesh would be out of combat but could crawl or stagger back. Some critters and level 0 goons would have so little that the last swipe could knock off their remaining grit/flesh in one go and they'd die. Enemies and the PCs themselves would often concentrate on active fighters who were actively resisting them, not killing the injured people.
Sounds similar to Into the Odd - which is one of my favorite systems.
@@BanditsKeep They wanted grit to be some sort of approximation between morale, toughness, luck and endurance. So people would make a desperate rallying speech to get their mates up and into a fighting stance, use spells to restore the grit of entire groups or demoralize the other gits with mean words.
It led to some fun moments, but in hindsight I think we should have kept the traditional morale rules.
Love these charts
Thanks
I'm a huge fan of the reaction table, which is more or less the/a "classic" 2d6 table. I will sometimes draw one up with a dungeons/scenario. Some variations in a small set of these tables you can layer in complexity. But yeah, I like this general way of handling this situation.
Cool
We kept it pretty simple in most of the campaigns I played in.
At 0 hp you were knocked out.
At -1 you were dying and would lose 1 hp per round. Swords of Wounding and such would add their damage as applicable.
At -10 hp you were Dead and required a Raise Dead or Resurrection spell.
Other factors would apply such as if a Critical Hit effect caused loss of ho's, etc.
We would allow players to help stop the bleeding (or whatever) but unless they had some medical skills it was of minimal effect.
That’s basically AD&D 1e rules
@@BanditsKeep Been there, done that. "PCs wobble but they don't fall down." Back up to full strength hours later. Stronger magic than at Hogwarts.
Some of the best low level battles were those when the party was trying to get back to home base to heal up and ran into something nasty along the way.
I use a rule based on other games such as darkest dungeon: at 0 hp you ar near death, any other damage you take you must make a save VS death
It's different than rolling on a chart straight away because at 0 hp you still have a chance to control your character, presumably to try to save it, escape, you only roll the Death Save if you take another hit after that
There must be an emergency state between "100% effective" and "dead" (or KO'd)
I took this from the angry gm
The state is “running low on HP” 😂 - sounds like a good option though!
@@BanditsKeep Yeah I get what you mean but at this state you are still 100% effective. It's either 100% then you take 1 damage and you are 0%
@@charles_pensamentocritico The players knows they are low on HP that is the fear... If your players don't think to run or act differently when their HPs are low, they are very different than my players :)
@@BanditsKeep but I am not talking about causing fear, I am talking about the state that you are defeated and hurt (to the point you can't just keep attacking at 100% effectivness) but not dead
@@charles_pensamentocritico can you not still attack at 0 by your system?
I've been tinkering with a rule that states that you roll a d20+ Con Mod. The DC for the roll is 10, but you add your negative HP as a positive modifier to the DC. So if you're knocked to -3, the DC is 13. You roll this death save every round. If at any point you fail this roll, you have bled out.
That would make it more interesting (to me) than a standard death save
I like these a lot. Good work!
Thank You!
I asked my players if they would be interested in alternatives to death, like lingering injuries (a la Emmy Allen's 'RPGs as Emotional Gambling'). Surprisingly, they were not interested. So, we do a single save vs death at 0 hp or below. Save and your character is unconscious (and helpless, easily dispatched, perhaps paralyzed by venom, etc); fail and your character is dead forever.
I have had some players who felt that way as well - sometimes an injury can change their characters in a way they would not be happy with playing
This is so cool and i’m gonna put these in my back pocket to make the world feel a little more gritty but still enjoyable should my players opt in. These look easy to convert to D&D 5e, do you have any suggestions for doing that?
My 5e group made a set of cards that we drew from at zero HP with similar results, it can work for sure
I'm running OSE with some heavy DCC inspiration.
So what we are doing is at 0 HP you are down. Player makes a death save, if they succeed they take a permanent -1 to a random stat and their death save. If they fail roll then they are dead.
It gives them a chance to live, but also means that you will eventually die if you keep going down.
I have players make the death save as soon as they hit 0 instead of when they recover the body, so if they do indeed die, they have the rest of combat to make a new character.
It also let's me narrate the blow depending on if they survive or not. A killing blow is obviously fatal, while a down will be something that will hit whatever attribute they lose, like a hard blow to head for wisdom/intelligence.
Cool
Great content and something I have been considering incorporating. In my own game thank you! So…what’s your thoughts on incorporating insanity/mental ailment/ tics penalties when -0 hp is reached or when certain extremes events effect the player or the party? Do you think it would work in a BX game? A magic user who suddenly develops a stutter could definitely spice up a game in some situations.I really enjoy your content , keep up the great work.
I think it can work if it has direct mechanical effects - I’ve found (playing call of Cthulhu) that many “insanity” effects are often role played a bunch when they first occur, then are pretty much forgotten
There will be no injury, only death.
Long live the Emperor
🙌🏻🙌🏻🙌🏻
We’re trying goblin punch’s table. We’ll see how it goes!
Cool
I like the one shot table idea. Great for con games
Thanks, good point, I haven’t used it at a con yet, but I will now!
I've been agnostic about death at 0 HP forever. I really don't like 5e where death is rare and seems "contrived". I also don't like "Tag! Your healed" spells, but I totally get why they are often allowed in the heat of combat.
I like your charts. They try to find a middle ground and introduce "lasting damage". This was the genius of "Keep on the Borderlands". After a fight or 3, a new party would "call it a day" and go back to safety. In our own adventures, we often forget that gritty realism and inconvenience are closely related.
Middle Earth contained all kinds of hazards, but was full of unexpected safe havens too. A secret door to a secret room or secret exit, suddenly becomes really valuable to a party if magical healing is not instantaneous and seamless. Even at Hogwarts broken bones took hours to magically heal. Having a character knocked out of a game because it will take weeks or months for them to heal, is not as bad as that character expiring permanently.
I'm not sure why lasting injury is not used as an alternative to death more often. I like the idea of players having lesser back-up characters hanging around at the tavern waiting for their chance. It also begs the question, how often on average do you want player death to occur at your table. I think one in five games is a little too much, but I would go for serious injury knocking a PC out of the game one in five sessions. Player death? Maybe one in 15 or 20 sessions. Sounds small, but in a year-long weekly campaign 2 or 3 PCs biting the dust is high mortality for D&D.
When I used this system in a BX campaign, one player had a PC out for a few weeks and played their back-up, turned out they liked their back-up better and it became the main PC
I hope to turn hit points into 'try-hard' points, so that an adventure moves quickly in the beginning . . . and then the PCs start running out of resources and actual injury becomes far more likely.
It also means I can have clerics who don't need to throw around healing miracles like a messiah surrounded by lepers.
For sure
Well well well... I better enjoy Daniel's channel while it's still small because in a year or two, he will probably not afford to read every comment, let alone create videos suggested by its subscribers under an old actual play 🥰
I enjoy reading and responding to the comments, I hope that I will always be able to 😊
Great video this is my chart I've been working on. I skipped the bone breaking went for a dark thematic
Life After Death!?
After failing character Death Saves, Plot Twists. Judgment Day, Random Fates of the Gloom, Death is not always the final solution! roll 1d6
1. You Lucky Dog! You've manage to somehow escape the dark grip of the Gloom. Captured delirious and Exhausted, Held for ransom by members of a rivalry Guild an arrangement for release is sent to the party 1,000gp per character level of the hostage. Reward +1,000xp per character level of the hostage. *Escape! see below.
2. Wait a minute, I'm not right handed! you’ve been replaced by a shapeshifting bad guy. Work with the DM to play this new story plot.
3. Roll 1d6 (1-2) Closed Casket Funeral, Mauled to Death everything is lost (3-6) Comrades are able to bring your remains and your stuff back to civilization. The party receives 1,000XP x Level of the deceased to share. (remember Encumbrance)
4. Heroes Funeral, Comrades are able to bring your remains back to civilization, but your stuff is lost. The party receives 5,000XP x level of the deceased. (Remember Encumbrance)
5. The Gloom takes it's share!. You and your stuff, are sacrificed to the loathsome forces of the Gloom in order to gate in 1d6 demons random CR 1d6+character level of the deceased, roll 1d6 1-2 the demons appear now! 3-6 added to a random encounter in the near future Muahahaha!
6. Wishing you were dead, Captured by monsters. Comrades know the general location of where you were captured and the type of monster holding you captive *Escape. Example A gorgon, has captured and petrified you.
*Escape Anyone captured gets one chance to escape on their own power. The base chance is 1 in 6, increased by 1 per character trying to escape. If you don’t escape you must role-play the situation, be rescued or maybe ransomed. For each session of play that you languish in captivity there’s a 1 in 6 chance of some worse fate befalling you.
Cool! What happens if only 1 PC goes down and the rest kill the enemies?
@@BanditsKeep the others have a morale choice to do what the dead character rolled on the list, possibly lose XP or local reputation back at the local tavern as in "oh hey there, where's your buddy? You let her just die in there!?". There are also xp rewards for the other characters or the DM can think up a good hook or up the anti if the characters are motivated by other things etc..
@@BanditsKeep oh I misunderstood like at the end of big bad lair and the dungeon is mostly cleared out. We'll that's when you can get creative. Make a Gloom "Chaos vs. "Lawful" roll think back on how heroic the character was during the overall time they were alive give bonuses and roll off black d6 for Chaos and White for Lawful highest wins the soul and make a d6 list for each roll on it and flavor the lists to the setting and the gods fighting over dominance and power the adventurers are a threat to chaos! Roll it in front of the party for dramatic effect some will live on and some will parish
I’m specifically asking about the being captured options - if the party kills all the bad guys does the PC avoid capture? If not, how do you work that into the game?
Thanks for the much needed info. As you've noted each 'edition' of rules has their own system of Injury and Death. You are very correct, 5e definitely gives the PC more of a chance to survive versus Insta-Death. Is there any hope for a 'happy medium' between them all??
I would guess 3rd party supplements and house -rules will be the bridge - the official game will not likely become more “deadly”
I think 5e is plenty deadly if you ignore Cr and just build encounters semi randomly as you would in early editions. 5e has given us more tools to regulate difficulty but people have taken that to mean you should always provide balanced encounters. You probably shouldn't be expecting every combat to be winnable for PCs through combat alone.
@@kenhensch3996 while this is very true, the game played as designed is more balance for PC survival.
I give 5 free hit points and say those represent serious injury. Everything else is fatigue & minor cuts & bruises. Anytime you’re brought to 5 or less, you're too injured to attack (defend only) and you roll for a scar or minor permanent injury. Zero hit points is semi-conscious and dead in 1d6 rounds. I also limit hit points & natural healing, compared to 5e, which is way overpowered in other ways too.
However, you can also catch a “lucky break” & get out of any bad situation, but you'll owe me an “unlucky break” later when i want the villain to escape or whatever.
Not sure how 5e factors into what you are taking about here. Why 5 extra? Is that for everyone, monsters and NPCs too?
BECMI gives you a death save also. But it is a bit more harsh. You have to save every turn (10 min). If you succeed, you lay there bleeding until someone can stabilize you. One fail = death.
In the 5e game I play in, the DM added an Injury roll at 0hp to make things more serious.
Oh? Do you remember which box set has that? They added a bunch of rules as you leveled up
@@BanditsKeep I do not know which box set, but I know it is in the Rules Cyclopedia (page 266 under Variant rules). AFAIK, everything in the RC is found in one of the box sets or Gazetteers.
Interesting side note: There is no natural healing rule anywhere in the RC or box sets. Hence, I stick with the Moldvay rule for that.
Cool, thanks!
In WFRP, characters do not die from losing all their Wounds. Their Wounds are a buffer of "flesh wounds" against critical injuries. And crit injuries can be amputations, bleeding, knocked prone or death.
Cool - Coriolis works this way as well
@@BanditsKeep Players try to move their PCs into the back line when they are at 0 Wounds. Not all the WFRP crit results are lethal or incapacitating. They can still act and fight if they want to, but now every single hit is going to be another critical wound. WFRP liked to maim characters instead of killing them.
Death at zero works very well in my OSE campaign. I use death at -10 in AD&D, but this essentially means that unless the group is all taken out, or they are forced to abandon their comrades, party members tend not to die.
True - do you use the rules about how long it takes to heal from negative? I seem to remember it being weeks
@@BanditsKeep Yes. In AD&D 1e, you have that buffer of death at -10 hits, but if you reach 0 or less hit points, you require a week’s rest, regardless of magical healing. This changes the game from being a heroic fantasy with easy combat to something where members of the party can be bedridden after a fight. If you also track time (use time!), the game automatically becomes more intense and the worldview really changes.
Key rule there.... minimum weeks rest.
Open Legend RPG gives you HP equal to blah, blah, blah at level 1. Its going to be 18 to 27 hp probably. It doesnt go up except by 1 per level maybe. I dig this idea because it means your character doesnt get better at being stabbed over time.
Cool
Question: If I am understanding this correctly, if you just drop to 0 hp there is a chance nothing bad happens? If your 1d6+0 total was a 1 you'd be fine?
That is correct
Great video!
Thank You!
I'm tempted to borrow Darkest Dungeon's mechanic of being "at Death's Door" if on 0 HP. Character stays fully active (no permanent injury or loss of consciousness) but every subsequent attack leads to death save (I'd do it a 50/50 chance).
This keeps players active, puts dilemma in front of them and introduces "push your luck" mechanic.
Had anyone tried this? Did it work?
I have not, what saves them from this state? Do they just die eventually when they fail or can something stop the process?
@@BanditsKeep It is enough to heal a little. You are "At Death's Door" for as long as you have 0 HP (there are no negative HP in this system). If you have 1 HP you are fine (for now ;) ).
Every time a character "ADD" recieve any demage, he must pass a Death Save (or die, obviously).
Mechanics like "bleeding" or "poisoned" that deal small amout of demage every turn can be a necessary addition to make it work, but maybe not.
I'm neither the hugest fan, nor the biggest decryer of Death Saves, but I've never seen someone playing 5e to be like "Oh, I'm just rolling my death save, whatever" no they're always high stakes, super intense.
What kills it is Healing word but that's a topic for another day
I have seen this casual reaction - and it cost the player a PC with a roll of a 1
It's already so difficult for Dnd characters to die even at 0. Should roll on an increasingly harsher table every 1/3 health loss
I've always been fond of the 3e system. I believe it was 0 HP was unconscious and -1 and less is dying. Dying chargers lost 1 HP per round and died when the negative HP equaled or exceeds Con. Healing stabilized characters, even if still at negative hp, and a healing kit could be used, too.
That’s pretty similar to 1e except it’s a flat death at -10 (not con)
@@BanditsKeep I looked it up and I'm wrong. It's also a flat -10. Get a 10% chance to stabilize each round, losing 1 hp is you don't.
Interesting stuff, but what if someone rolls a "1"? Also, what if you replaced the effect of the "2" with where the "6" is and moved 3,4,5,6, down one? It seems like the effect of the "2" is more severe than 3,4,5, and 6. I do like your ideas though!
A one would have no effect. A 2 is so rare it’s a special case, but you certainly can/should adjust to fit your table
I like the chart. My group wants something like this but minus the gore.
You can definitely tone it down. The main idea (for me anyway) is that while death might happen less, dropping to zero still has an impact in play.
One shot chart was missing a 6 but had two times 11.
Dangerous. Lol - I’ll update it, thanks 🙏🏻
@@BanditsKeep haha, no problem. Just caught my eye.
I think it should be simpler, like this:
2d6 DEATH SAVES
At 0 HP, drop everything and fall unconscious. Roll a 2d6 death saving throw how badly you're injured or wounded. Injuries / Wounds are abstract with no long-term consequences other than fatigue for 1 day.
2-3 Instant death.
4-6 Fatal wound or injury. Remain unconscious and die without treatment in 1d4 turns. If treated, wake up with 1 HP in 1d4 hours.
7-9 Life-threatening wound or injury; remain unconscious for 1d4 hours. Die without proper treatment in 1d4 days.
10-12 Severe wound or injury; Remain unconscious for 1d4 hours.
Or better yet, roll 2d6. On a 7 or greater, you survive but you're unconscious. 6 or less means you're dead. Reroll all death saves whenever you're attacked in this state.
That is certainly simple enough, but to be honest, I’d rather use 5e death saves in that case - no long term injuries is the part of that system I don’t care for
Yeah, that’s 5e which is great for that system not so much for BX in my opinion
5e is similar to the -10 hp system in comparison
Is it? In AD&D if you drop below zero you are out of play for a week (maybe two) even if you don’t die - if I remember correctly
Too complicated a procedure, what I do is ask for the player to roll an easy constitution check when they get knocked out to see if they are damaged beyond just unconscious while also making that status effects last beyond falling unconscious so the players have to work to find a solution, but I appreciate you sharing your method with us.
If they fail and are “damaged beyond” how do you handle that?
@@BanditsKeep either a particularly nasty hit or the last hit will determine the kind of cut or concussion that will remain when they regain consciousness. :3