hit_points
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| hit_points [2019/07/30 05:07] – created dungeonmaster | hit_points [2020/10/03 15:34] (current) – [Hit Points] dungeonmaster | ||
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| + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | ||
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| ====== Hit Points ====== | ====== Hit Points ====== | ||
| - | In many role-playing games, hit points are assigned/ | + | In many role-playing games, hit points |
| - | In Dice Mob, hit points are assigned based on the size of a character rather than some sort of arbitrary class or profession | + | In Dice Mob, hit points are assigned |
| - | So won’t we get to a point where everybody is dying in one hit if they are never gaining in hit points? Not necessarily. The point of skills | + | So won’t we get to a point where everybody is dying in one hit if they are never gaining in hit points? Not necessarily. The point is to improve defenses to a point where characters are very difficult to hit while monsters have continually improving offenses to hit them. And vice versa. As there are no real rolls to hit, just to damage, the point is to try to receive little to no damage every round by using a character’s or monster’s skills or weapons or armor. Or to regenerate hit points quickly enough as to essentially accomplish the same thing. |
| That’s not to say that hit points can never increase. The GM has the ability to create skills that improve hit points as well as to introduce potions that temporarily increase hit points or magical items that increase hit points while they are worn or used. | That’s not to say that hit points can never increase. The GM has the ability to create skills that improve hit points as well as to introduce potions that temporarily increase hit points or magical items that increase hit points while they are worn or used. | ||
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| Monsters die when they reach zero unless they have some sort of regenerative or other skill that prevents them from dying by the means by which they were reduced to zero. For example, trolls, vampires, werewolves, and other opponents might need fire, stakes, or silver respectively to permanently kill them. | Monsters die when they reach zero unless they have some sort of regenerative or other skill that prevents them from dying by the means by which they were reduced to zero. For example, trolls, vampires, werewolves, and other opponents might need fire, stakes, or silver respectively to permanently kill them. | ||
| For opponents the players are trying to capture alive, the GM and players decide if they die, based on the situation and what they were trying to accomplish with the defeat. | For opponents the players are trying to capture alive, the GM and players decide if they die, based on the situation and what they were trying to accomplish with the defeat. | ||
| - | ===== Hit Point Recovery ===== | + | ===== Natural |
| Hit points for characters are replenished (or damage reduced) at the rate of one per hour of low activity or two per hour of sleep unless otherwise modified by skills or magical items. A player will regain all hit points after a day of low activity or at least six hours of sleep no matter how many hit points they have. | Hit points for characters are replenished (or damage reduced) at the rate of one per hour of low activity or two per hour of sleep unless otherwise modified by skills or magical items. A player will regain all hit points after a day of low activity or at least six hours of sleep no matter how many hit points they have. | ||
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| + | ===== Regeneration ===== | ||
| + | Regeneration is simply the special ability to automatically regain hit points not just while resting but at any time, even during combat. Regeneration is generally only available to certain races (e.g. trolls) or conveyed through certain diseases (e.g. lycanthropy, | ||
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| + | Regeneration adds a lot more complexity to hit points than just standard hit points and damage because it adds the concept of a finite [[hit_points# | ||
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| + | Character with this special ability regenerates at a rate of two hit points per round until the [[special_abilities# | ||
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| + | No mana cost is required for the use of this skill. | ||
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| + | ==== Regeneration Pool ==== | ||
| + | Regeneration pulls from a limited pool of available hit points called the Regeneration Pool. After the pool is depleted, no hit points can be recovered through regeneration until the pool is replenished. The pool contains twice as many hit points as the race normally has. ((For a creature of medium size, the pool would have thirty hit points.)) Regeneration cannot pull from the regeneration pool if the damage was caused by fire, acid, or the weakness of the character. | ||
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| + | The pool replenishes after the character sleeps at least six hours (including sleeping due to being unconscious or even dead). | ||
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| + | ==== Regeneration Weakness ==== | ||
| + | A regeneration weakness is a substance that adversely affects the character when it comes in contact with them and prevents their regeneration ability from recovering from damage taken by this weakness. Suggestions on weaknesses include those from folklore (i.e. silver for werewolves or sunlight for vampires) if available. Most importantly, | ||
hit_points.1564463260.txt.gz · Last modified: by dungeonmaster
