Difference between revisions of "Negative Hit Points"

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[[File:Negative Hit Points.jpg|right|525px|thumb]]
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'''Negative hit points''' express a humanoid's physical condition once their [[Hit Points|hit points]] have dropped below zero. Unlike monsters and animals, which die immediately upon reaching zero hit points, humanoids — including player characters — are not instantly [[Death|killed]].  Instead, they remain alive but incapacitated, with the exact threshold for death varying based on their nature and level of training. For humanoids, death occurs only when their negative hit points reach a certain limit, which typically ranges from -4 to -10. This threshold depends on the type of creature or character in question.
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__TOC__
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Understanding the rules governing negative hit points is essential for managing the survivability of player characters and NPCs alike, especially in situations where [[Combat|combat]] is intense and healing resources are scarce. These mechanics ensure that combat remains dramatic and consequential, with a chance for recovery or rescue before death becomes inevitable.
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== Types of Combatant ==
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There are three distinct types of humanoid combatants: [[Commoner (non-player character)|commoners]], [[Soldier-at-Arms (profession)|soldiers-at-arms]] and [[Experience Level|levelled]] persons. Each type is affected differently by damage sustained below zero hit points and specific effects are applied as their condition worsens. Negative hit points do not just indicate how close a humanoid is to death but also determine their ability to recover, the level of care required to save them and the consequences of their injuries.
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 +
=== Commoner ===
 +
These are the most numerous and representative members of all humanoid races, embodying the characteristics typically described in the stat box of a monster entry. They lack advanced training, magical enhancements or exceptional qualities, making them the baseline example of their species. For instance, a human commoner has 1 [[Hit Dice|hit die]] and an [[Armour Class|armour class]] (AC) of 10, reflecting their unarmoured state and ordinary agility. Similarly, a [[Hobgoblin|hobgoblin]] commoner possesses 1+1 hit dice and an AC of 5, benefiting from heavy, leathery skin that provides natural protection.
 +
 
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These examples highlight the essential qualities of commoners: they are [[Experience Level|non-levelled]] individuals whose [[Hit Points|hit points]] are determined solely by their [[Hit Points per Die|mass]] rather than training, experience or other advanced factors. Commoners do not have access to the abilities or durability that levelled individuals acquire through training or magical development, making them far more vulnerable in combat or hazardous situations. Despite this, their sheer numbers and the variability in their physical characteristics allow them to play an essential role in the ecosystems and societies of their respective species.
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=== Soldiers-at-Arms ===
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These are non-levelled combatants who have undergone [[Combat Training|combat training]] to improve their physical resilience and fighting capabilities. Unlike commoners, whose [[Hit Points|hit points]] derive solely from their natural [[Hit Points per Die|mass]], soldiers-at-arms benefit from additional conditioning and combat readiness.
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These soldiers have a minimum body mass equivalent to 3 hit points, representing their baseline physical toughness. To this, they add an additional 1d4 hit points as a direct result of their training regimen, which includes endurance-building exercises, weapon drills and battlefield experience. This combination of natural strength and training allows soldiers-at-arms to endure more punishment in combat compared to commoners, making them better equipped for prolonged engagements and hazardous situations.
 +
 
 +
While soldiers-at-arms lack the advanced abilities or adaptability of [[Experience Level|levelled]] individuals, their rigorous preparation ensures they are capable fighters, forming the backbone of militias, city guards and standing armies. Their enhanced hit points make them significantly more durable, allowing them to act as reliable defenders of their communities or effective members of a larger military force.
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=== Levelled ===
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These persons,  including player characters, possess the advantages conferred by their [[Character Class|character classes]] and the extensive training and discipline associated with their chosen path. Unlike [[Commoners|commoners]] or [[Soldiers-at-arms|soldiers-at-arms]], their abilities go beyond physical resilience, incorporating a combination of enhanced endurance, skill and mental fortitude. These individuals add a significant number of hit points based on their class, reflecting their advanced training, personal toughness and ability to withstand challenges both physical and psychological.
 +
 
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This additional training not only increases their [[Hit Points|hit points]] beyond their [[Hit Points per Die|body mass]] but also strengthens their mental acuity, enabling them to resist fear, panic and despair even in dire situations. This resilience ensures they are far less likely to succumb to injuries or lose composure when reduced to less than zero hit points, making them exceptional compared to other humanoid types.
 +
 
 +
Levelled persons' capacity for survival is further bolstered by their access to class abilities, spells or specialized knowledge that allows them to recover more effectively or mitigate the damage they take. This makes them uniquely suited to survive prolonged and intense combat situations, as well as extreme conditions that would overwhelm lesser individuals. Their combination of physical durability and psychological strength ensures that, even when pushed to the brink of death, levelled persons have a greater chance of recovery and continued success.
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{| class="wikitable" style="float:left; margin-right: 20px; text-align: center; background-color:#d4f2f2;"
 
|+Negative H.P. Effects on Type of combatant
 
|+Negative H.P. Effects on Type of combatant
! hit<br>points !! [[Commoner (non-player character)|Commoner]] !! [[Soldier-at-arms (non-player character)|Soldier-at-arms]] !! Levelled<br>incl. Player<br>Characters
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! hit<br>points !! Commoner !! Soldier-at-arms !! Levelled<br>incl. Player<br>Characters
 
|-
 
|-
 
| 0 || scope+"row" colspan="3"| No Effects
 
| 0 || scope+"row" colspan="3"| No Effects
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| -10 || || || death
 
| -10 || || || death
 
|}
 
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Humanoids, including player characters, do not [[Death|die]] at zero or less [[Hit Points|hit points]], as happens with monsters and animals.  Depending on the type of character, the actual threshold for death, from minus 4 to minus 10, varies according to the type of creature that it is, or how much training it has.
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== Ability Adjustments ==
__TOC__
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All combatants possess [[Ability Stats|ability stats]] that define their physical and mental capabilities, which remain constant as long as the combatant has zero or more [[Hit Points|hit points]]. However, when a character's hit points drop into the negatives, these stats are adjusted to reflect the debilitating effects of their injuries. For example, Drummond the [[Fighter (class)|Fighter]], who has a [[Strength (ability stat)|strength]] of 17, suffers enough damage to bring him to -1 hit points. This reduction in hit points also lowers his strength to 15.3. For game purposes, decimals are ignored, so his effective strength is treated as 15.
There are three types of humanoid combatant: commoner, soldier-at-arms and [[Experience Level|levelled]] persons. As each type suffers damage below zero, there are specific effects that must be applied.
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While Drummond remains conscious and may continue to fight, the temporary reduction in his strength means that he no longer receives his usual +1 bonus [[Roll to hit|to hit]] or +1 bonus to damage. Furthermore, this reduction in strength affects his [[Encumbrance|encumbrance]], potentially lowering the number of [[Action Points|action points]] he can expend based on how much he is carrying. This interplay of effects highlights the importance of managing resources and tactical choices as a combatant's physical condition deteriorates.
  
== Combat Types ==
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Other classes experience similar repercussions as their stats decline. A cleric, for instance, may see their [[Wisdom (ability stat)|wisdom]] reduced to the point where their spells are at risk of failure. Likewise, a mage with diminished [[Intelligence (ability stat)|intelligence]] may find themselves unable to recall or cast certain spells. These penalties reflect the increasing difficulty characters face in maintaining concentration or performing complex actions as their injuries worsen. It is critical for players to understand that these temporary reductions simulate the escalating physical and mental strain of combat. Once the combatant's hit points are restored, their ability stats return to their full values, and they can resume spellcasting or fighting as normal.
'''Commoners''' represent the bulk of all humanoid races, having characteristics as typically described in the stat box of a monster page. For example, commoner humans have 1 [[Hit Dice|hit die]] and an [[Armour Class|armour class]] (AC) of 10; a [[Hobgoblin|hobgoblin]] has 1+1 hit dice and an AC of 5 (possessing heavy, leathery skin). Both of these describe ordinary examples of their species, being [[Experience Level|non-levelled]] and having hit points exclusively due to their [[Hit Points per Die|mass]].
 
  
'''Soldiers-at-arms''' are non-levelled soldiers, having undergone [[Combat Training|combat training]] to strengthen their bodies and fighting skills. They have a minimum body mass of 3 hit points, to which they add 1d4 hit points due to their training.
+
Throughout combat, it is essential to remember that [[Ability Checks|ability checks]] and other rolls must align with the combatant's current ability stats, not their original values. For instance, if Drummond were required to make a "strength check" while at -1 hit points, he would roll against a strength score of 15, not 17. This rule is particularly significant for wisdom checks, as a combatant who falls deeper into negative hit points may find these checks increasingly difficult, reflecting their dwindling focus and mental clarity.
  
'''Levelled''' persons, including player characters, have the benefit of [[Character Class|character classes]] and extensive training.  They have the benefit of adding hit points commensurate with their class to their body mass, as well as mental acuity to resist fear, so that they are far less likely to die if driven to less than zero hit points.
+
These mechanics emphasize the cumulative toll of injuries in combat, making survival in negative hit points a dire and precarious state that demands swift action from the party to restore the fallen character to stability.
  
== Ability Adjustments ==
+
== Wisdom Checks ==
All combatants possess [[Ability Stats|ability stats]], which remain constant as long as the combatant has zero or more hit points. However, as a character's hit points fall into the negatives, these stats are adjusted as shown.  For example, Drummond the [[Fighter (class)|Fighter]] has a [[Strength (ability stat)|strength]] of 17 and suffers enough damage to reduce him to -1 hit points. This also reduces his strength to 15.3. For game purposes, decimals are ignored.  Whereas Drummond is still conscious, and may continue to fight, where normally he would receive a +1 bonus [[Roll to hit|to hit]] and +1 damage from his strength, these are temporarily lost. Additionally, an adjustment to his strength also adjusts the effects of [[Encumbrance|encumbrance]], so that depending on how much Drummond is carrying, the number of [[Action Points|action points]] he possesses may also decrease.
+
Where indicated on the adjoining table that a player must make a wisdom check, this determines whether the combatant remains conscious. The check is made immediately when damage is caused, based on the combatant's present [[Wisdom (ability stat)|wisdom]] score at that exact moment. This means the check is resolved before the player's next action. If the wisdom check fails, the combatant collapses to the floor, unable to take further action. In this helpless state, the combatant is considered a [[Helpless Defenders|helpless defender]], leaving them vulnerable to further attacks.
  
In like fashion, other character classes will experience varying effects from decreases in their ability stats.  While levelled status is not lost, clerics may be sufficiently lowered in [[Wisdom (ability stat)|wisdom]] that their spells have a chance of failure, while mages may, due to a drop in [[Intelligence (ability stat)|intelligence]], find themselves unable to properly remember a spell. Players will need to understand that these are the effects of finding it harder and harder to concentrate or act physically as the body receives threat-levels of damage. When the combatant's hit points are restored, they will be able to spellcast or fight normally.
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If the unconscious combatant is also [[Wounds|wounded]] and taking damage each round, they are at risk of bleeding out and dying unless someone intervenes quickly. Another character can act to close the wound and stop the bleeding by [[Binding Wounds (sage ability)|binding wounds]] or applying [[Healing|healing]]. To restore an unconscious combatant to consciousness, they must be healed by at least one hit point. Once healed, if their hit points remain below 1, they must make another wisdom check to wake up. If this subsequent check fails, the combatant will remain unconscious until they receive additional healing or rest for a sufficient duration, even if this requires a full day or more.
  
It is important to remember that [[Ability Checks|ability checks]] or other rolls must adhere to the ''present'' state of the combatant's ability stats. If Drummond, above, had to make a "strength check", he would need to roll against a 15, not a 17.  This is particularly important with regards to wisdom checks that become necessary as a combatant falls deeper into negative hit points.
+
These rules also apply to situations beyond [[Combat|combat]], including accidents like [[Falling|falling]] or [[Crashes & Collisions|collisions]]. Regardless of the cause, the wisdom check represents the combatant's ability to withstand the trauma and maintain or regain consciousness.
  
== Wisdom Checks ==
+
If the combatant succeeds on their wisdom check, they remain or regain consciousness, though with reduced [[Ability Stats|ability stats]] due to their injuries. They will not need to repeat the check unless they sustain additional damage. However, if the combatant suffers from a bleeding wound, a new wisdom check must be made each round they lose hit points. Failure of any of these checks renders them unconscious once more, making rapid intervention essential to their survival. These mechanics emphasize the fragility of combatants in critical condition and the importance of swift, decisive action to prevent their death.
Where indicated on the table that a player must make a wisdom check, this is to determine whether or not the combatant remains conscious. The check is made according to the combatant's present wisdom, at the moment when the damage is caused (not waiting for the player's next move).  If the wisdom check fails, the combatant sags to the floor, unable to take any further action.  If the attacker in this case is able to strike again, the defender should be treated as [[Helpless Defenders|helpless]].
 
  
This will also mean that if the unconscious combatant is [[Wounds|wounded]] and suffering damage each round, it is possible that the combatant will bleed out and die if someone else doesn't hurry to do something to close the wound and stop the bleeding, by [[Binding Wounds (sage ability)|binding wounds]] or [[Healing|healing]].  To restore someone to consciousness, they must be healed at least one hit point; once the healing has taken place, then if the recipient still has less than 1 hit point, they must again make a wisdom check before they are able to wake up.  If this fails, they will remain unconscious until, again, more healing is received, even if the combatant must rest a day to do so.  These rules apply in the case of accidents such as [[Falling|falling]] or [[Crashes & Collisions|collisions]], in addition to [[Combat|combat]].
 
  
If the combatant makes their wisdom check, then they will remain or regain consciousness, albeit with reduced ability stats.  They will not need to check consciousness again, unless they receive more damage.  This includes a bleeding wound, which will require a new wisdom check each round that the combatant loses hit points.
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See [[Combat]]
  
[[Category: Lacks Image]]
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[[Category: Reviewed]]

Latest revision as of 16:42, 28 January 2025

Negative Hit Points.jpg

Negative hit points express a humanoid's physical condition once their hit points have dropped below zero. Unlike monsters and animals, which die immediately upon reaching zero hit points, humanoids — including player characters — are not instantly killed. Instead, they remain alive but incapacitated, with the exact threshold for death varying based on their nature and level of training. For humanoids, death occurs only when their negative hit points reach a certain limit, which typically ranges from -4 to -10. This threshold depends on the type of creature or character in question.

Understanding the rules governing negative hit points is essential for managing the survivability of player characters and NPCs alike, especially in situations where combat is intense and healing resources are scarce. These mechanics ensure that combat remains dramatic and consequential, with a chance for recovery or rescue before death becomes inevitable.

Types of Combatant

There are three distinct types of humanoid combatants: commoners, soldiers-at-arms and levelled persons. Each type is affected differently by damage sustained below zero hit points and specific effects are applied as their condition worsens. Negative hit points do not just indicate how close a humanoid is to death but also determine their ability to recover, the level of care required to save them and the consequences of their injuries.

Commoner

These are the most numerous and representative members of all humanoid races, embodying the characteristics typically described in the stat box of a monster entry. They lack advanced training, magical enhancements or exceptional qualities, making them the baseline example of their species. For instance, a human commoner has 1 hit die and an armour class (AC) of 10, reflecting their unarmoured state and ordinary agility. Similarly, a hobgoblin commoner possesses 1+1 hit dice and an AC of 5, benefiting from heavy, leathery skin that provides natural protection.

These examples highlight the essential qualities of commoners: they are non-levelled individuals whose hit points are determined solely by their mass rather than training, experience or other advanced factors. Commoners do not have access to the abilities or durability that levelled individuals acquire through training or magical development, making them far more vulnerable in combat or hazardous situations. Despite this, their sheer numbers and the variability in their physical characteristics allow them to play an essential role in the ecosystems and societies of their respective species.

Soldiers-at-Arms

These are non-levelled combatants who have undergone combat training to improve their physical resilience and fighting capabilities. Unlike commoners, whose hit points derive solely from their natural mass, soldiers-at-arms benefit from additional conditioning and combat readiness.

These soldiers have a minimum body mass equivalent to 3 hit points, representing their baseline physical toughness. To this, they add an additional 1d4 hit points as a direct result of their training regimen, which includes endurance-building exercises, weapon drills and battlefield experience. This combination of natural strength and training allows soldiers-at-arms to endure more punishment in combat compared to commoners, making them better equipped for prolonged engagements and hazardous situations.

While soldiers-at-arms lack the advanced abilities or adaptability of levelled individuals, their rigorous preparation ensures they are capable fighters, forming the backbone of militias, city guards and standing armies. Their enhanced hit points make them significantly more durable, allowing them to act as reliable defenders of their communities or effective members of a larger military force.

Levelled

These persons, including player characters, possess the advantages conferred by their character classes and the extensive training and discipline associated with their chosen path. Unlike commoners or soldiers-at-arms, their abilities go beyond physical resilience, incorporating a combination of enhanced endurance, skill and mental fortitude. These individuals add a significant number of hit points based on their class, reflecting their advanced training, personal toughness and ability to withstand challenges both physical and psychological.

This additional training not only increases their hit points beyond their body mass but also strengthens their mental acuity, enabling them to resist fear, panic and despair even in dire situations. This resilience ensures they are far less likely to succumb to injuries or lose composure when reduced to less than zero hit points, making them exceptional compared to other humanoid types.

Levelled persons' capacity for survival is further bolstered by their access to class abilities, spells or specialized knowledge that allows them to recover more effectively or mitigate the damage they take. This makes them uniquely suited to survive prolonged and intense combat situations, as well as extreme conditions that would overwhelm lesser individuals. Their combination of physical durability and psychological strength ensures that, even when pushed to the brink of death, levelled persons have a greater chance of recovery and continued success.

Negative H.P. Effects on Type of combatant
hit
points
Commoner Soldier-at-arms Levelled
incl. Player
Characters
0 No Effects
-1 -30% ability stats -20% ability stats -10% ability stats
-2 -50% ability stats
wisdom check
-30% ability stats -20% ability stats
-3 -80% ability stats
wisdom check
-50% ability stats
wisdom check
-30% ability stats
-4 death -70% ability stats
wisdom check
-40% ability stats
wisdom check
-5 -90% ability stats
wisdom check
-50% ability stats
wisdom check
-6 death -60% ability stats
wisdom check
-7 -70% ability stats
wisdom check
-8 -80% ability stats
wisdom check
-9 -90% ability stats
wisdom check
-10 death

Ability Adjustments

All combatants possess ability stats that define their physical and mental capabilities, which remain constant as long as the combatant has zero or more hit points. However, when a character's hit points drop into the negatives, these stats are adjusted to reflect the debilitating effects of their injuries. For example, Drummond the Fighter, who has a strength of 17, suffers enough damage to bring him to -1 hit points. This reduction in hit points also lowers his strength to 15.3. For game purposes, decimals are ignored, so his effective strength is treated as 15.

While Drummond remains conscious and may continue to fight, the temporary reduction in his strength means that he no longer receives his usual +1 bonus to hit or +1 bonus to damage. Furthermore, this reduction in strength affects his encumbrance, potentially lowering the number of action points he can expend based on how much he is carrying. This interplay of effects highlights the importance of managing resources and tactical choices as a combatant's physical condition deteriorates.

Other classes experience similar repercussions as their stats decline. A cleric, for instance, may see their wisdom reduced to the point where their spells are at risk of failure. Likewise, a mage with diminished intelligence may find themselves unable to recall or cast certain spells. These penalties reflect the increasing difficulty characters face in maintaining concentration or performing complex actions as their injuries worsen. It is critical for players to understand that these temporary reductions simulate the escalating physical and mental strain of combat. Once the combatant's hit points are restored, their ability stats return to their full values, and they can resume spellcasting or fighting as normal.

Throughout combat, it is essential to remember that ability checks and other rolls must align with the combatant's current ability stats, not their original values. For instance, if Drummond were required to make a "strength check" while at -1 hit points, he would roll against a strength score of 15, not 17. This rule is particularly significant for wisdom checks, as a combatant who falls deeper into negative hit points may find these checks increasingly difficult, reflecting their dwindling focus and mental clarity.

These mechanics emphasize the cumulative toll of injuries in combat, making survival in negative hit points a dire and precarious state that demands swift action from the party to restore the fallen character to stability.

Wisdom Checks

Where indicated on the adjoining table that a player must make a wisdom check, this determines whether the combatant remains conscious. The check is made immediately when damage is caused, based on the combatant's present wisdom score at that exact moment. This means the check is resolved before the player's next action. If the wisdom check fails, the combatant collapses to the floor, unable to take further action. In this helpless state, the combatant is considered a helpless defender, leaving them vulnerable to further attacks.

If the unconscious combatant is also wounded and taking damage each round, they are at risk of bleeding out and dying unless someone intervenes quickly. Another character can act to close the wound and stop the bleeding by binding wounds or applying healing. To restore an unconscious combatant to consciousness, they must be healed by at least one hit point. Once healed, if their hit points remain below 1, they must make another wisdom check to wake up. If this subsequent check fails, the combatant will remain unconscious until they receive additional healing or rest for a sufficient duration, even if this requires a full day or more.

These rules also apply to situations beyond combat, including accidents like falling or collisions. Regardless of the cause, the wisdom check represents the combatant's ability to withstand the trauma and maintain or regain consciousness.

If the combatant succeeds on their wisdom check, they remain or regain consciousness, though with reduced ability stats due to their injuries. They will not need to repeat the check unless they sustain additional damage. However, if the combatant suffers from a bleeding wound, a new wisdom check must be made each round they lose hit points. Failure of any of these checks renders them unconscious once more, making rapid intervention essential to their survival. These mechanics emphasize the fragility of combatants in critical condition and the importance of swift, decisive action to prevent their death.


See Combat