I don't like death at 0HP. From a player side its abrupt and always feels arbitrary, and from the ref side it's both quite punishing and doesn't cause enough complications.
When characters hit 0HP, I want them to suffer. They get chopped up, start bleeding, lose body parts, get messed up. Characters that drop to 0HP should aquire scars and problems. They should risk death but have a chance to avoid it if swift medical attention is received. It's worth noting that, compared to death at 0HP, these rules are not as forgiving as you might think: being stuck with a PC who's missing two limbs or brain damaged is a pretty big nerf, compared to just getting to roll up a new, perfectly healthy PC.
These are the rules I use. They've been playtested a decent amount and work for what I want them to do. They are also, incidentally, remarkably similar to the rules I put in Wolfpacks & Winter Snow and Esoteric Enterprises.
Applying
Horrible Wounds
Rather than
instantly dying on 0 Hit-Points, PCs and other important characters instead
suffer specific horrible wounds which may kill them (either instantly or over
time) or else leave them with dramatic injuries as their bodies are permanently
mutilated.
When damage
reduces you to 0 HP or less, or you take any damage when you already had no HP,
look at the exact amount of damage dealt and get a result from the list below.
It doesn't matter how far 'into the negatives' you are, just look at the result
of the dice. Except for the penalties from actual injuries, you can keep on
going just fine on 0 HP; adrenaline can do impressive things.
There are 6
sets of wounds to look the damage up on, depending on what caused it. They are:
- Ballistics, for bullets, explosives and other
extremely high energy impacts.
- Ripping, for knives, teeth, claws, and other
‘sharp’ physical damage.
- Bludgeoning, for hammers, falling masonry,
fists, and other ‘blunt’ physical damage.
- Burns, for fire, acid, digestive enzymes and
other sub-stances that physically corrode, burn or eat away at flesh.
- Shocks, for electricity and perhaps extreme
cold, radiation or other dangers that suddenly stun or shock the body into
uselessness.
- Toxins, for poison, sickness, and other
hazardous sub-stances that make the body ill.
Some really
nasty damage ignores HP, and goes straight to causing these wounds. This is the
sort of thing that would be instant-death in a game without wounds.
Being
reduced to 0 in a stat still just kills you instantly; the increasing penalties
for lowering stats is a good representation of the body or mind weakening. The
same applies to instant death effects (such as some poisons or spells); those
just kill you right away. Similarly, against a helpless victim, you can just
kill them without needing to make damage rolls. It might be messy and
unpleasant, but if they can’t stop you they’ll die eventually.
These rules
are best reserved for PCs and significant NPCs and monsters: those important
enough to earn a name and a notable place in the fiction. For minor NPCs,
wandering monsters and so on, just have them die at 0 HP to avoid the game
getting too bogged down.
Ongoing
Damage
Sometimes a
character is brought to 0 flesh by a source of damage that continues each round
or turn; being on fire, breathing in toxic fumes and being immersed in acid are
good examples of this sort of thing. For as long as the effect keeps damaging
them, they keep taking the appropriate Horrible Wound each round (or turn),
with one modification. If they would suffer a Horrible Wound already inflicted
on them by that damage source, they instead take the next one down (if that one
has also been suffered, look at the one below it and so on until there is a new
wound to suffer). In this way, the wounds suffered from ongoing damage will get
progressively worse the longer the victim is left, making death near-inevitable
without some sort of intervention.
Fatigue
A character
who is physically drained and cannot move without difficulty suffers a few penalties.
They move as if heavily encumbered and go last in initiative. They regain only
1 HP whenever they would recover HP.
Bleeding To
Death
A character
who starts bleeding out can survive for as many rounds as they have hit-dice,
adjusted by their Constitution modifier. For example, a first level character
(who therefore has 1 hit dice) with +2 constitution bleeds to death in 3
rounds.
A character
can attempt an Intelligence roll to staunch the bleeding. This takes a round,
and if successful slows the bleed to a rate of turns rather than rounds. If failed,
then the character loses additional blood as the medic interferes with them;
they have one less round of bleed time every time a medic fails to staunch
their bleeding.
A character
can also attempt to properly treat the bleeding of a character bleeding at a
rate of turns. Doing so is more involved, so takes a full turn. If successful,
the patient stops bleeding entirely. If failed, then the patient’s bleeding is
again accelerated by a full turn.
Magical
healing such as Cure Light Wounds or a potion automatically ends the bleeding.
Dead Men
Walking
Sometimes
death is basically inevitable, but not immediate. This is referred to as being
a Dead Man Walking. As a Dead Man Walking, you get one more round to act in,
and then you die. If you have a constitution bonus, you get that many extra
rounds.
Nothing can
be done to stop this. A Dead Man Walking’s death sentence is merely slightly
delayed, but still irrevocable.
Healing
Horrible Wounds
Some
horrible wounds create an immediate effect, such as knocking the victim
unconscious or causing them to begin bleeding out. These might be fixed with an
appropriate roll and a round (or sometimes turn) spent treating the victim. If
the roll fails, the victim suffers additional wounds from the botched
procedure; roll a d8 on the appropriate list, and they suffer that wound.
More
permanent wounds such as lost body-parts and mutilation cannot be fixed in this
way. Sometimes, reconstructive surgery is possible. If doctors are employed to
rebuild the character, then the process will likely take several months to be
finished (due to waiting times, the search for donors, recovery times and so
on) during which they are effectively out of commission. Even in places where
the practice of medicine is advanced, access to surgeons this sophisticated is
limited.
Alternatively,
magic such as Regenerate might be required to restore the body. Spells like
Cure Light Wounds are not sufficient.
Ballistic
Wounds
This damage
table should be used for bullets and explosions, and other high-kinetic-energy
impacts.
One damage:
The shot
rips through internal organs, starting a slow internal bleed. You’re bleeding
out, but at a rate of turns rather than rounds.
Two damage:
The bullet’s
impact ruins a leg. With one leg, you're reduced to hopping about or relying on
crutches. You can’t run, and get disadvantage (roll twice and take the worse
result) to rolls requiring physical agility. If both go, you're on the floor
unable to get about at all.
Three
damage:
The impact
of the bullet ruins an arm. You can’t use that hand for anything. Any rolls that
require the use of two hands reduces gets disadvantage).
Four Damage:
A deep wound
starts you Bleeding Out. The bullet goes in one side and out the other, and
blood’s fountaining everywhere.
Five Damage:
A
particularly horrible wound ruins your leg completely. Maybe it’s severed,
maybe it’s hanging by sinews, or maybe it’s just a mess. With one leg, you're
reduced to hopping about or relying on crutches. You can’t run, and get
disadvantage to rolls requiring physical agility. If both go, you're on the
floor unable to get about at all.
You are also
Bleeding Out.
Six Damage:
A
particularly horrible wound gets rid of your arm entirely. Maybe it’s severed,
maybe it’s hanging by sinews, or maybe it’s just a mess. You can’t use that
hand for anything. Any rolls that require the use of two hands gets
disadvantage.
You are also
Bleeding Out.
Seven
Damage:
You’re shot
in the head but somehow survive. You’re Bleeding Out, blood gushing from your
ears and mouth. The brain trauma gives you disadvantage to all rolls.
Eight
Damage:
You’re going
to die. A bullet tears your throat wide open or goes through your lung. You’re
a Dead Man Walking.
Nine Damage:
You’re
messed up badly. Flesh is ripped to bits, bones shattered. You’re a Dead Man
Walking. On top of this, you’re knocked unconscious for a round from the shock
of your injuries.
Ten to
Fifteen Damage:
A headshot
kills you instantly.
Sixteen or
More Damage:
You’re dead,
ripped to bits in a hail of bullets or shrapnel. What’s left is hardly intact
enough to bury or reanimate.
Ripping
Wounds
This damage
table should be used for physical wounds. Stabbing, cutting, tearing, crushing,
grinding; anything where a solid object is tearing up flesh, use this table.
One damage:
The injury
fucks your eye up. You take disadvantage to rolls involving perception, since
you can’t see properly.
Two damage:
A
particularly savage wound ruins a leg. With one leg, you're reduced to hopping
about or relying on crutches. You can’t run, and take disadvantage to rolls
requiring physical agility. If both go, you're on the floor unable to get about
at all.
Three
damage:
A
particularly savage wound ruins an arm. You can’t use that hand for anything.
Any rolls that require the use of two hands reduces suffers disadvantage.
Four Damage:
A deep wound
starts you Bleeding Out. An artery’s been cut or there’s a huge injury in your
torso, and blood’s fountaining everywhere.
Five Damage:
A
particularly horrible wound ruins your leg completely. Maybe it’s severed,
maybe it’s hanging by sinews, or maybe it’s just a mess. With one leg, you're
reduced to hopping about or relying on crutches. You can’t run, and take disadvantage
to rolls requiring physical agility. If both go, you're on the floor unable to
get about at all.
You are also
Bleeding Out.
Six Damage:
A
particularly horrible wound gets rid of your arm entirely. Maybe it’s severed,
maybe it’s hanging by sinews, or maybe it’s just a mess. You can’t use that
hand for anything. Any rolls that require the use of two hands reduces suffers
disadvantage.
You are also
Bleeding Out.
Seven
Damage:
You sustain
a nasty head wound. You’re unconscious for d12 rounds, and Bleeding Out from
the head.
Eight
Damage:
You’re going
to die. A blade through the skull, torso torn open, or something like that.
You’re a Dead Man Walking.
Nine Damage:
You’re
messed up badly. Flesh is ripped to bits, bones shattered. You’re a Dead Man
Walking. On top of this, you’re knocked unconscious for a round from the shock
of your injuries.
Ten to
Fifteen Damage:
You’re dead.
Decapitation, totally ruined chest, skull smashed to bits, or whatever. Death
is instant.
Sixteen or
More Damage:
Not only are
you dead, but there’s not even enough left to bury or reanimate. You’re not
much more than chunky salsa.
Bludgeoning
Wounds
This damage
table should be used for anything that batters at the victim without having a
sharp edge or point as fist, bricks, clubs and so on, where the likely result
is to bludgeon the victim into submission rather than rip them to bits.
One damage:
It hurts
like hell. You lose your next action.
Two damage:
A sharp blow
to the head knocks you unconscious for d12 rounds.
Three
damage:
You’re
knocked out for d12 rounds by the blow, and when you wake up you’re groggy and
dazed. You’re fatigued until somebody spends a turn seeing to you, and passes
an Intelligence roll to do so.
Four Damage:
A
particularly savage wound ruins a leg. With one leg, you're reduced to hopping
about or relying on crutches. You can’t run, and take disadvantage to rolls
requiring physical agility. If both go, you're on the floor unable to get about
at all.
Five Damage:
A
particularly savage wound ruins an arm. You can’t use that hand for anything.
Any rolls that require the use of two hands reduces suffers disadvantage
Six Damage:
A sharp blow
to the head knocks you out cold for d12 rounds. On top of that, the head injury
has messed you up badly. The brain trauma gives you disadvantage to all your
rolls.
Seven
Damage:
You’ve
suffered internal damage, and now you’re Bleeding Out. There’s a pretty good
chance you’ll be coughing up blood, or else bleeding from the eyes or mouth.
Eight
Damage:
You’ve
suffered a horrible brain injury. You’re Bleeding Out, blood gushing from your
ears and mouth. The brain trauma gives you disadvantage to all your rolls.
Nine Damage:
Something
ruptures in your head, doing irreparable and fatal damage to your brain.
Although you might be able to cling onto life for a little longer, you’re a
Dead Man Walking.
Ten to
Fifteen Damage:
You’re
killed instantly, your head caved in.
Sixteen or
More Damage:
Well, this
was overkill. You’ve been squashed into a pulpy mess, so there’s really barely
anything left to bury or reanimate.
Shocking
Wounds
This damage
table is mostly used for electricity, but could also be appropriate for things
like cold or psychic damage.
One damage:
It hurts
like hell. You lose your next action.
Two damage:
The force of
the shock knocks you unconscious for d12 rounds.
Three
damage:
You’re
knocked out for d12 rounds by the shock, and when you wake up you’re groggy and
dazed. You’re fatigued until somebody spends a turn seeing to you, and passes an
Intelligence roll to do so.
Four Damage:
The damage
has seriously jarred your respiratory system, preventing you from breathing
properly and possibly sending you into cardiac arrest. You’re probably
spasming, suffocating or otherwise struggling to stay alive. It counts as
Bleeding Out, although depending on the injury might not actually involve blood
loss.
On top of
this, since you can’t breathe properly, you’re Fatigued until you stop
bleeding.
Five Damage:
The shock
damages your mental faculties. The brain trauma gives disadvantage to all rolls.
Six Damage:
The shock
knocks you out cold for d12 rounds. On top of that, the head injury has messed
you up badly. The brain trauma gives you disadvantage to all rolls.
Seven
Damage:
You’ve
suffered internal ruptures, and now you’re Bleeding Out. There’s a pretty good
chance you’ll be coughing up blood, or else bleeding from the eyes or mouth.
Eight
Damage:
You’ve
suffered a horrible brain injury. You’re Bleeding Out, blood gushing from your
ears and mouth. The brain trauma gives you disadvantage to all rolls.
Nine Damage:
Your
respiratory system seizes up completely, and death is not far off. Although you
might be able to cling onto life for a little longer, you’re a Dead Man
Walking.
Ten to
Fifteen Damage:
You’re
killed instantly, the shock stopping all life signs in one fell swoop.
Sixteen or
More Damage:
You’re
totally obliterated by the force of the shock, leaving only a smell of smoke
and ozone. There’s not much left to resurrect or reanimate.
Burning
Wounds
This damage
table should be used for anything that actually removes your flesh; fire, acid,
digestive enzymes, and so on.
One damage:
One damage
fucks your eye up. You disadvantage on rolls involving perception
Two damage:
Two damage
messes up your mouth and tongue, making al-most impossible to speak clearly.
Charisma rolls may be required to communicate through grunts and gestures, and
spell-casting is impossible since it requires precise enunciation.
Three
damage:
Three damage
ruins your face, turning it into a mess of burn scars when it finally heals.
You’re ugly as shit now. Enemy reaction rolls are 1 point worse when you’re
involved, and you disadvantage on charisma-based rolls. It will need reconstructive
surgery to fix.
Four Damage:
Four damage
has dealt enough damage to your throat and lungs that you can’t breath
properly. You’re probably coughing up blood, suffocating or otherwise struggling
to stay alive. It counts as Bleeding Out, although depending on the injury
might not actually involve blood loss. On top of this, since you can’t breathe
properly, you’re Fatigued until you stop bleeding.
Five Damage:
Five damage
ruins your manual dexterity. Your fingers are burnt to useless nubs, or reduced
to masses of scar with no sense of touch. You take disadvantage on attack rolls
and rolls requiring manual dexterity.
Six Damage:
Six damage
ruins your senses. Your nose is burnt away, inner ears ruined. You’re deaf and
can no longer smell or taste properly. You take disadvantage on rolls requiring
perception. Since you can’t hear, you can’t enunciate properly to cast spells.
You’re also
Bleeding Out.
Seven
Damage:
Your lungs
are burnt away, and so is your face. You’re pretty grim to look at. Enemy
reaction rolls are 1 point worse when you’re involved, and you take disadvantage
on rolls involving charisma. Plus, you’re now Bleeding Out, and can’t breathe
properly meaning you’re Fatigued until you stop bleeding.
Eight
Damage:
This is
brutal. Your skin is basically gone, and your body is covered in horrific
burns. You’re a Dead Man Walking.
Nine Damage:
Nine damage
messes you up badly. You’re more ash than flesh at this point, but still
clinging to life for a little longer. You’re a Dead Man Walking. On top of
this, you’re knocked unconscious for a round from the sheer pain.
Ten to
Fifteen Damage:
You’re
killed instantly.
Sixteen or
More Damage:
You’re dead
and the corpse is burnt to oblivion. Nothing but ashes or gunk is left behind.
Toxic Wounds
This damage
table is for damage that comes from within the body. Poison, sickness,
radiation and so on.
One damage:
You’re
nauseous and can’t concentrate. Until somebody sets you down to fix what’s
ailing you (spending a turn and passing an Intelligence roll), you’re Fatigued.
Two damage:
Your immune
system is horribly, horribly compromised. You get a permanent disadvantage to
your
Saves vs
Poison.
Three
damage:
Your blood
is tainted, and your lungs don’t work properly anymore. You recover less slowly
than normal. You only get HP back by sleeping, and then a maximum of 1 HP.
Four Damage:
You’re
Bleeding Out from the nose and eyes, but at a rate of Turns, not Rounds.
Five Damage:
Your body is
trying to vent the poison from it. You sweat foul smelling blood, Bleeding Out
at a rate of turns, not rounds. Until you stop bleeding out, you’re also
Fatigued.
Six Damage:
Something’s
ruptured. You’re bleeding out at normal speed, and the stuff spewing out of
your mouth is black and acrid.
Seven
Damage:
Things are
going badly wrong. You’re Bleeding Out from your mouth and eyes, and even if
you survive you get a permanent disadvantage on your Saves vs Poison from now
on.
Eight
Damage:
This means
you’re going to die. There’s just too much nasty stuff in your body, and it
can’t cope. You’re a Dead Man Walking.
Nine Damage:
Your organs
are shutting down one by one. You’re a Dead Man Walking. Plus, you spend the
next round vomiting everywhere, and lose your chance to act.
Ten to Fifteen
Damage:
You’re dead,
and it’s not pretty.
Sixteen or
More Damage:
You die
instantly, your body no longer able to hold together under the toxic strain.
It’s probably not a good idea to try re-animating the corpse; just burn it for
the good of everybody. There’s not even enough left to bury or reanimate.
And there you go. Before long, you'll have a party of PCs missing all sorts of fun extremities.