Described Damage
I use an obscure optional rule in 1e about described
damage, essentially the DM has the option to tell the PC’s their HP or not, if
you don’t, you are supposed to describe the damage instead.
The point of this is to add some “fuzziness” or
uncertainty to the process, so the PC doesn’t know exactly how many HP they
have, this mimics the fuzziness of real world combat, where you don’t always
know how bad you are hurt. It also keeps combat more uncertain and thus less
predictable and boring. It adds possible lingering damage options as well. But
it also means the players can have a better idea how badly monsters are damaged,
which helps them out.
There are two parts to the system, the first is the described
damage, the second is location of hit rules that determine where the hit lands.
The purpose of these is to help specify the effect if you are wounded badly. I
like the idea of damage having game mechanical effects outside of strict HP
loss. 1e eschews this kind of thing, I like it.
You can ignore the location of hit tables if you want,
and just use the described damage to add uncertainty without the specificity of
hit locations and the possibility of “lingering damage”, but I will present both
then walk through an example.
RULES
Described Damage Rules
All damage to PCs is described. PC’s divide their HP into
quarters. For the first quarter damage taken (from 100% to 75%) nothing touches
the PC (all luck, favor of the gods, etc.), from three quarters to one half
damage is small nicks and cuts, from one half to one quarter, serious gashes
and blunt force damage, from one quarter to zero permanent damage such as
broken bones that carry “to hit” penalties, below 0 HP severed limbs, etc.
Targeted Hit System
100%-75% of HP – No contact
75%-50% of HP – Minor contact (cuts, bruises)
50%-25% of HP – Serious contact (deep cuts, crushing
bruises)
25%-0% of HP – Critical contact (save versus paralysis or
effect based on location of hit)
0-[-10] HP – Lethal Contact (save versus death magic or
effect based on location of hit)
Location of Hit Rules
All hits are given a location by rolling two d20, one
dice determines the hit, the other the location. I usually have the players
roll a solid and a transparent dice to distinguish them, or a dark and light
dice, just to keep it obvious. If your “to hit” roll is successful you check
the “location” roll to see where it lands. Effects (e.g. broken bones) only
happen when the players reach the 1/4hp and lower range, when this happens a save
is made to determine the possibility of a “lingering damage” effect.
Hit Location * (d20) – [1/4HP-0HP – save vrs.
paralysis]/[Below 0 HP–save vrs. death magic]
1–Right Foot - [fail save vrs paralysis - broken/cut
foot, ½ move]/[fail save versus death - foot severed]
2–Left Foot - [broken/cut foot, ½ move]/[sever foot]
3-4–Right Leg - [broken/cut leg, move 3”]/[sever limb]
5-6–Left Leg - [broken/cut leg, move 3”] /[sever limb]
7–Right hand -[broken/cut hand, – 5 to hit]/[sever hand]
8–Left hand - [broken/cut hand, – 5 to hit]/[sever hand]
9- Right hand finger – [broken/cut finger, -3 to
hit]/[sever finger]
10– Left hand finger – [broken/cut finger, -3 to
hit]/[sever finger]
11 - Right arm - [broken/cut arm, – 3 to hit]/[sever
limb]
12- –Left arm- [broken/cut arm, – 3 to hit]/[sever limb]
13-Chest -[broken/cut rib – 3 to strength] /[vital organ
crushed/pierced - death]
14 - Upper back - [broken/cut rib – 3 to strength]/[vital
organ crushed/pierced - death]
15 – Stomach – [internal damage/cut muscles – 5 to
str]/[disembowelment - death 1-4 rounds]
16– Lower back - [broken bones/cut muscles – 5 to
strength]/[permanent paralysis]
17–Neck - [1 hp/rd lost to bleeding]/ [broken
neck/decapitation - death]
18–Face - [– 3 charisma,33% blind/33% mute/33% deaf]/[-5
to chr,50% blind/50% mute]
19-20–Head - [concussion (unconscious 1-8rds,-2 to hit/1
day)] /[coma 1-2 weeks]
*When reduced below ¼ HP by an attack the target must
save versus paralysis, dexterity defensive adjustment applies, or suffer
additional effect (d20). When reduced below 0 HP roll a save versus death magic
(dexterity defensive adjustment does not apply, but hit point adjustment works
as a bonus on the save), or suffer additional effect (d20). PCs may go to -10
HP, once below 0 HP they lose an additional 1 HP per round if their wounds are
not bound and the bleeding stopped.
Example.
Viodar the Virtuous has 20 hp, he wades into a fight with
an ogre at full HP.
The ogre swings and gets a successful to hit roll of 17,
rolling for 3 hp of damage, this puts Viodar at 17 hp, above the ¾ mark, so
technically the attack doesn’t touch him. I would describe this in one of a few
ways, “The spear barely misses your shoulder as you twist to the side” or “The
spear gets snagged in a tree branch and misses you”. The idea in the range from
full to ¾ HP is to describe a near miss through luck, dexterity, etc. My
players know that if I describe a near miss of any kind, they are somewhere
above ¾ HP.
The next time the Ogre hits Viodar is reduced to 12 hp,
between ¾ and ½, so a hit actually contacts him, so we roll for location and
get chest, I will then describe the damage. As Viodar is above ½ hp there is no
need to roll for a special effect, so I just describe a minor wound. IMC we call
this being ‘blooded’, the first solid hit the player takes, so I would describe
it as, “The ogre’s spear stings your chest”, or “the ogre scrapes you with the
blade of his spear”. In the ¾ to ½ range the goal is to describe a minor
hit, if I call it “small” or “insignificant”, or whatever, they know they are
above half, but because they have had contact they know they are below ¾.
Then the ogre hits again and drops Viodar down to 8 hp,
in the range between ¼ and ½. The location roll gets left leg, and I describe
it as a severe wound, e.g. “The Ogre’s spear slashes open your leg, spraying a
crescent of blood”, or “The ogre’s mace smashes into your leg, a blossom of pain
follows”. The descriptive goal here is to describe a serious hit, so the
player knows they are in the ¼ to ½ range.
Say that the ogre hits again and drops Viodar to 2 hp,
below the ¼ range, now he has to save, say he fails. The location of hit result
is left arm. I would describe a very serious hit with consequences, e.g.
“The ogre’s spear slashes open your arm, leaving it numb and hard to move”.
Viodar would now be -3 to hit with that arm until healed. I allow any healing
potion or spell to heal a broken/severely cut limb as long as it give you back
enough HP to get back above half.
Finally, say Viodar is hit and reduced to -2 hp, he rolls
a save vrs death magic and fails, location of hit is “left hand”. So Viodar
loses his left hand. They know they have dropped below 0 as they fall unconscious
at this point.
Ouch.
I would recommend recording player HP as follows:
Viodar the Virtuous: HP: 20 [15/10/5], so you know the ¾,
½, ¼ break points. Feel free to round up if you have a PC with an odd HP total.
Once you get a feel for this it is quite a bit of fun,
you get to describe the consequences of violent attacks, which is a blast, the players
tend to hang on these, so have fun. Once you have been doing it for a bit they
get to know exactly what range they are in based on your descriptions, if you
have a particularly stressed player who NEEDS to know which quarter they are
in, you can always just tell them, e.g., “The hit takes you below ½ hp”, but
none of my players want that.
Also keep in mind that it applies to monsters too, so you
get to describe the impact of THEIR damage on monsters, that is ALWAYS a cause
for celebration, players love to hear described damage to monsters.
Have fun!
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