Movement
Points
|
Encumbrance
|
Explore
per
turn
|
Combat
per
round
|
Running
per
round
|
Per
Day
|
0-1
|
Unencumbered
|
120'
|
40'
|
120'
|
24
miles
|
2
|
Lightly
Encumbered
|
90'
|
30'
|
90'
|
18
miles
|
3
|
Heavily
Encumbered
|
60'
|
20'
|
60'
|
12
miles
|
4
|
Severely
Encumbered
|
30'
|
10'
|
30'
|
6
miles
|
5
|
Overencumbered
|
0
|
0
|
0
|
0
|
On
a Horse?
|
|||||
0-10
|
Unencumbered
|
240'
|
80'
|
240'
|
48
|
11to15
|
Lightly
Encumbered
|
180'
|
60'
|
180'
|
36
|
16-20
|
Heavily
Encumbered
|
120'
|
40'
|
120'
|
24
|
21-25
|
Severely
Encumbered
|
60'
|
20'
|
60'
|
12
|
26
|
Overencumbered
|
0'
|
0'
|
0'
|
0
|
Light
Light
Scource
|
Range
|
Time
|
Candle
|
10
feet
|
120
mins (2 hrs)
|
Torch
|
30
feet
|
60
mins (1 hr)
|
Lantern
(per oil flask)
|
30
feet
|
240
mins (4 hrs)
|
Standard
Healing
Where?
|
Peaceful
nights rest
|
A
full day of rest
|
Full
day plus bed and clean room
|
In
a dungeon?
|
Above
half HP
|
1hp
|
Plus
d3 hp
|
Plus
1 hp
|
NOTHING
|
Below
half HP
|
Nothing
|
1
hp
|
Plus
1 hp
|
NOTHING
|
Zero
hp
|
Wake
up after d6 hours. Can speak and crawl at 10ft. Cannot carry or
stand up.
|
|||
-3
|
Dead
in d10 minutes
|
|||
-4
|
DEAD
DEAD DEAD DEAD DEAD RIGHT NOW (unless you know a Liche)
|
Bullshit
Ultra-Dramatic Emergency Healing
Method
|
Effect
|
Cost
|
Beer
and Spirits
|
Once
per game, can down a bottle and transfer as much as desired from
WIS to HP. Wears off, one point per hour, producing hangover.
|
Decent-
1sp.
Good
– 10sp
Horrid
- 2cp
|
Slaps
and Curses
|
Cures
d4 damage, once.
|
Shame
and loathing
|
DON'T
YOU DIE ON ME MAN!!!!!!!!
|
Stabilises
if below zero HP. Only counts if players in public space.
|
Embarrassment
|
For
gods sake this man is DYING.
|
Wound
is a monster. Level = damage. Roll INT, DEX or WIS to battle. Only
DURING combat.
|
Time.
|
CAUTERIZE
IT NOW!!
|
Can
bring back HP, but lowers permanent total by same amount. Plus
scarring 4 life.
|
Need
lamp oil and a flame.
|
I have a similar set of rules for "Walking it off" after combat , any Fighter Class can attempt once per day / 3 levels to shrug off 1d4 hp of damage. He or she rolls 1d20 or less versus their Con modified by the amount rolled for healing . If they make the roll the heal that much , if they fail the roll they further injure themselves. On a critical fumble they get back an extra 1d4, on a fumble The suffer a further 1d4. It works fairly well.
ReplyDeleteThat sounds good. Two of mine are only meant to work if the Players actually act it out in real life. You can only stabilise someone if you are willing to embarass yourself in public.
DeleteI'm a bit scared of doing 'slaps and curses' though. My guys might atually slap each other.
Is that why you don't have CPR, either?
DeleteI just didnt think CPR would work in most cases. I thnk its mainly if the heart stops? Mostly my guys go down to repeated trauma wounds. I might let someone do CPR if they were level drained. Magical-Clerical-Breath-Of-Life-Word-of-God-Return-The-Soul CPR sounds quite fun.
Delete"In Thors name Live! LIIIIVVE!!!"
I've toyed with the idea of replacing Raise Dead with requiring the party to trek down into the afterlife to fish out their deceased comrade (and dealing with all of the danger and cranky deities that entails) or letting characters come back as zombies and search for a source of real revivification, at least until their shambling bodies give out. Can't decide if it is too forgiving or too annoying.
DeleteLong ago, I took a class on CPR, and I am pretty sure it would require divine intervention for it to actually work. Cracked ribs are one thing, but my instructor's solemn warning that you can explode somebody's lungs and/or catch all kinds of diseases from them definitely put me off. On the other hand, this all would make a fantastic random table.