This version is somewhat more deadly, to be more in tune with the typical OSR baseline and playstyle. Though I reckon it's less deadly than, say, LotFP's default death rules, which, in turn, are less deadly than the original "dead at 0 HP, period" rules.
Death saving throws have been replaced here with rolls under Constitution. Perhaps you prefer using saves vs. Death, or a straight 50% chance, instead.
The Weakened condition raises you from e.g. lightly encumbered to heavily encumbered, and since in LotFP chases you roll 1d20+speed, it might lead to some interesting choices.
Variant death rule: Critical Conditions
There are no negative hit points. When you are reduced to 0 hit points, you suffer one of the following critical conditions of your choice that you are not already suffering from: Bleeding Out, Weakened, or Knocked Out. If you take any damage while at 0 hit points, you suffer another critical condition.
Bleeding Out. Each round, roll under Constitution or suffer another critical condition.
Weakened. You have -4 penalty on all d20 rolls and -1 penalty on all d6 skills. You count as one tier of encumbrance higher. If you cast a spell, roll under Constitution or suffer another critical condition.
Knocked Out. You are unconscious. If left alone, this condition ends after 1 hour.
Death. If you have all three critical conditions at the same time, you die. You also die instantly if excess damage at 0 hit points equals or exceeds your hit point maximum.
Healing at 0 hit points. If an effect would restore hit points to you, you instead remove one critical condition with the following priority: first remove Bleeding Out, then Weakened, and lastly Knocked Out. You cannot gain hit points until all critical conditions have been removed.
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