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croiduire:game_mechanics:combat_damage_and_injuries

Combat Damage and Injuries

Combat Damage Table

Uninjured - full hp
Slightly injured - down less than 20% of hp
Injured - down 20% to 50% of hp
Badly injured - down 50% to 75% of hp
Critically injured - down 75% to 100% but with 1 hp remaining
Unconscious/Dying - 0 to minus Con hp
Dead - hp has fallen below Con

Critical Hits

Critical hits occur when a character rolls a natural 18 or higher and hits the target by a margin of 5 or more after all adjustments. If the character scores a critical hit, he inflicts double damage dice, calculated before adjustments for strength, magic, or special circumstances.

Cover and Concealment

Concealment and cover work only against missile fire; cover also provides a bonus to saving throw rolls where an effect causes physical damage, like a fireball spell.

The amount of the target that is concealed or covered determines the penalty to any missile attacks made against the target.

Target is: CoverConcealment
25% hidden -2 -1
50% hidden -4 -2
75% hidden -7 -3
90% hidden -10 -4

A target is impossible to hit when it is completely blocked from the archer by cover.

Line of Fire

A figure's line of fire is considered to run from the centre of its square to the centre of the target's square. If the line of fire passes through any part of a square containing an obstacle, the target is considered to be covered or concealed to some extent. The DM can decide whether the target is 25%, 50%, 75%, or 90% screened, or he can roll randomly if it is not clear. If the line of fire passes through a square containing a figure engaged in melee, the archer must use the rules for firing into a melee to determine where his shot goes.

croiduire/game_mechanics/combat_damage_and_injuries.txt · Last modified: 2014/11/07 01:53 by Croi Duire