C O N A N hit location tables

C O N A N hit location tables

When a character is reduced to 0 HP or worse, roll on the appropriate chart to find the wound's location. A roll on the chart is made whether the 0 or negative HP total is reached through normal hit point loss or through failing the Fortitude Save after suffering Massive Damage.

Armed with this information, the GM can then vividly describe the wound, biasing his description through his knowledge of the hit location and totals of the attack and damage throws. The GM may add ancillary effects to the wounded character in light of these wounds.



For example: "Your character has just been hit for a total of 12 hit points, taking him to -3 HP. (Consulting the appropriate chart.) The tip of the thief's dagger scratches the right side of your head, slicing into your eye! If healed, you may be permanently blind in that eye.

The ancillary effect in this example is that the character may have a blind eye if the character does not die (is healed in some fashion). The GM will govern the chance of losing sight in that eye just like he would any other event in the game. The eye could be lost, and the character will be forced to take up wearing an eye patch. Or, maybe the eye will be clouded, making it blind or partially blind. Or, maybe the GM will scare the character's player with blindness for a time only to have full vision return to the character at a later date (the ugly scar on the side of the character's face not withstanding). This is all up to the GM to adjudicate as he sees fit. A whole adventure can be built around the character consulting a scholar while in search of a wooden eye replacement--or some mysterious, lost, Archeronian magic that is whispered to restore sight to the blind!

Ancillary wound effects are limited only by the GM's imagination. A character may suffer a broken bone, which will eventually heal, leaving the character good as new. Then again, a massive chop of a battle axe may sever the character's arm completely, leaving him maimed and crippled. The GM may allow Saves or some other dice roll to determine the character's fate. "That Vanir warrior swung down hard, with all his might, landing his blade across your weapon arm! I'll give your character a Reflex Save vs. a DC equal to the Vanir's damage. If you succeed, the wound will be something that can be healed--if you survive (as the character has negative hit points). If you fail the save, the chop severed your character's arm!"

Ancillary wound effects to consider: broken bones; sliced or punctured body parts; blood loss; body part function loss (hearing, sight, smell, movement, etc.); deep cuts or amputation; loss of fingers, toes, nose, ear, eyes, etc.; weapon stuck deep inside victim, caught in the bones of the rib cage; crushed skull; slashed tendons or muscles; broken back or back or skull; bruises; scars; attribute damage based on the wound; punctured lung; infection; dizziness or hallucinations due to blood loss or a cracked skull; and so on. The GM should let his interpretation of the situation be his guide.

Again, the governing of this type of situation is entirely up to the GM--the architect of your campaign with his thumb on its pulse. Remember, too, that these tables are only consulted when the character is at 0 HP or below. If the character doesn't survive (Stabilized and Healed per the Conan rules), then deciding whether an ancillary wound effect will heal is moot. The character is dead, so the GM should make the description of what happened to him vivid and memorable in the hearts and minds of his players.



There are two charts: one for Slashing or Bashing weapons, and the other for Piercing weapons. It is highly recommended that either chart be consulted only when a character has been reduced to 0 or negative hit points--in other words, only when the character is considered dying. Using the charts for normal combat blows will bog down the speed of the game tremendously and is therefore not recommended.

The Slashing and Bashing table is designed with face-to-face melee encounters in mind. Arm hits are most likely because combatants will use their arms to block and defend themselves. Torso hits are also likely as the torso is the major target attackers strive to hit. Leg hits are less likely because melee fighters are required to stoop and expose themselves when reaching for their opponent's leg. The same can be said for an opponent's head.

The Piercing table encourages torso hits at the expense of leg hits, because archers and those thrusting a spear forward will aim for their target's center of mass.

Note that both charts consider combatants to be facing each other, but it is extremely easy for the GM to alter the hit location should an attack strike at a target's calf instead of his shin, at his lower back instead of his abdomen, or at his shoulder blade instead of his upper chest. The GM just needs to add a little common sense. (And, this is true should the target be prone or crouched instead of standing.)



Here is the breakdown for the two charts:
Code:
Slash & Bash   Pierce
			
Head	 10%		10%
Arms	 40%		40%
Torso	30%      40%
Legs	 20%		10%



Note that odd results on the hit location table typically refer to damage inflicted on the left hand side of the target's body while even numbered results indicate hits to the target's right hand side.

In addition, higher numbered results indicate physically higher locations on the body. Both of these features were included to help the GM skew results when necessary.



For example: A tree branch trap is tied at chest height with little hope of damaging the target's legs. Add +2 to the hit location roll to skew results higher on the target's body.



For example: As the characters are wading through waist deep water in a swamp, they are attack by flesh eating fish, throwbacks to a time long before the Hyborian Age. The GM uses a -14 on the Piercing hit location chart to skew results to the character's lower legs, or the GM can simply use the chart as-is by only rolling 1d6.








Code:
d20	Slash & Bash
	
01	Left Shin or Foot
02	Right Shin or Foot
03	Left Thigh or Knee
04	Right Thigh or Knee
05	Waist or Hip or Groin
06	Right Abdomen
07	Left Abdomen
08	Left Chest
09	Right Chest
10	Left Hand
11	Right Hand
12	Left Forearm
13	Right Forearm
14	Left Upper Arm or Elbow
15	Right Upper Arm or Elbow
16	Center Torso
17	Left Shoulder
18	Right Shoulder
19	Neck or Throat
20	Head



Code:
d20	Pierce
	
01	Left Thigh, Knee, Shin, or Foot
02	Right Thigh, Knee, Shin, or Foot
03	Waist or Hip or Groin
04	Right Abdomen
05	Left Abdomen
06	Center Abdomen
07	Left Chest
08	Right Chest
09	Left Hand
10	Right Hand
11	Left Forearm
12	Right Forearm
13	Left Upper Arm or Elbow
14	Right Upper Arm or Elbow
15	Lower Center Torso
16	Upper Center Torso
17	Left Shoulder
18	Right Shoulder
19	Neck/Throat
20	Head
 
With no magical healing and thus no way to recover from wounds such as this describes, it way overshooting what is necessary for this game.
 
Sutek said:
With no magical healing and thus no way to recover from wounds such as this describes, it way overshooting what is necessary for this game.

And, yeah....What he said! :twisted:
 
Sutek said:
With no magical healing and thus no way to recover from wounds such as this describes, it way overshooting what is necessary for this game.

Ah, but this describes no wounds at all! It's up to the GM to decide what is good for his game.

A Neck or Throat hit can constitute a slice that bleeds, that can be healed easily, to a sliced windpipe or jugular. It's for the GM to decide.

You only use the chart when a PC hits 0 HP or some negative HP total. And, when you do, it only tells you hit location.

It's up to the GM whether a PC's fingers were cut off or if he only took a bruise to the hand that will heal in a day.

And, it gives the GM fodder for (a) better description of what happened to the character when he was reduced to less than 1 HP, and it (b) gives the GM an idea of where the PC was hurt if the GM wants to get into the nitty-gritty of just how the PC is dying (remember, -1 to -9 is dying...this chart helps determine why the PC is dying).

Necessary for the game? Absolutely not.

A tool to make the game more interesting and fun? I think so.

It's there if you want to use it. If not, that's OK by me too. I'm just sharing my work with some who may appreciate it.

(Note how the chart is useful in skewing for particular results.)



EDIT: I have been playing with the idea of giving the Player a Save when he is damaged to past 0 HP. I figure the save will be vs. Damage taken (which will make it very easy to succeed against--unless we're talking about a Massive Damage blow).

If the character makes the save, the dying wound will be one that can heal quickly. If the save is bricked, it's time to chop off some fingers, or pluck out an eye, or knock off an arm or something like that.



For example --
Friche is struck with 13 points of damage, which drops him to -3 HP. A roll on the chart reveals that Friche was struck in the neck or throat.

Friche is given a Reflex Save vs DC 13.

If successful, the GM will say that Friche has a deep cut to his neck--one that is bleeding badly but will heal once stitched up.

If the save is not successful, then the GM will come up with something more harsh: The character's voice box is damaged, and it is unlikely that the character will ever be able to speak again.
 
Okay, but it's still an attempt to apply a concrete label to an abstract system. It's like asking how tall is God. You can't apply a constact to an abstract system...it doesn't hold.

Let me put it another way. HP dont' represent acualy wounds of physical harm sustained, so, likewise, neither do negative HP. They merely represent the state of "Dying" in which a character continues to lose 1HP per round until reaching -10HP, then being dead. You're trying to say that a left wrist injury is somehow involved there, and I say that (a) the injuries are irrelevant to the system because severe wounds/injuries occur in combat after someone is dying when using the chart and (b) the chart entries are an attemt to apply a concrete term to an abstract state (Dying is because of Left Wrist injury) in an attemt to rationalize or make sense of the Dying state in general.

Negative HP are still part of the abstracr representational HP scale where "damage" depletes esoteric properties of the "life" of a combatant until he is considered Disabled or Dying.

Your system just doesn't work with the d20 system, but if you like it and your players like it then that's all that matters.
 
Sutek said:
Your system just doesn't work with the d20 system...

Of course it does.

If a character is dying, there's something that made him that way, right?

We assume that, as a character's HPs whittle away, he's dodging and getting tired and taking small inconsequential damage and the like. The HPs are an abstract way of showing this "wearing down" during a fight.

If the characters HPs are reduced to the negatives, then a blow finally landed (or, maybe it was a couple of blows). Steel finally met flesh.

My system helps detail what actually occurs when that moment happens.
 
If someone gets a good shot on me and drops me to negative HP with and arrow that utimately has me dying due to a wound to the foot, I'd say your chart is stupid. Losing HP is an abstract system and the 0HP and -1 to -9HP ranges already have lebles applied to them that work just fine.

If you need a list of anotomical parts to figure out why a character ends up dying...well, more power to ya. But whay if it isn't a sword, or an arrow. What if it's a Panther? What if it's some poison in the drinking flask? What if roll that I'm dying because of Acheronian Demonfire damage...inflicted to my left shin...

:roll:
 
Sutek said:
If someone gets a good shot on me and drops me to negative HP with and arrow that utimately has me dying due to a wound to the foot, I'd say your chart is stupid.

But, I'm ahead of you there!

I put a lot of thought into those charts.

Notice that the leg hits on the Piercing chart say Thigh, Knee, Shin, or Foot. That's plenty of room to come up with a dying wound (the arrow pierces the major artery in your thigh, for example).

Plus, if the wound is bad enough, an arrow through the foot can still cause you to lose a lot of blood...that could kill you if it goes untreated.



What if it's a Panther?

I've considered making up a couple of other charts--animal chart that skews results to the lower part of the body and such.

For now, the Panther would use the Piercing chart (piercing claws) with a modifier skewing results.

If you read the entire write up on the charts, you'll see that I designed them to be flexible. They can easily handle skewing for a ground animal (and much more).

So, if a man is fighting a Panther, I'd use the Piercing chart, but only throw 1d10 for hit location when the attack roll is odd. (When the attack roll is even, I'd throw the 1d20 on the chart).

That way, the hit is skewed to the lower part of the man's body, but all hit locations are still possible.

I don't have a hit location chart for damage on the Panther, but I don't need one. The charts are for use on PCs. When the Panther gets to 0 HP, he'll die, just like the rules say.



What if it's some poison in the drinking flask?

Then I'd describe the way you feel, as you throw up, before you collapse. No need to roll on the chart.

What if roll that I'm dying because of Acheronian Demonfire damage...inflicted to my left shin...

That would depend on if the Acheroinian Demonfire is a directed spell. If it's a flaming fireball scorching its way to you, then it's a missile. I'd use the Piercing chart, and if it hit your left shin, then that's where it hit.

If you're engulfed by Acheronian Demonfire, there is no need for the chart.



What else you got?
 
I was thinking AOE.

You've clearly made up your mind that complicating things is the way to go, and if you dont' want to use the system as it is, fine. You're now saying that you'd just come up with something, which is what you were doing before all these charts came into being.

As I said: Superfluous.

To each his own.
 
Sutek said:
I was thinking AOE.

I'd engulf the whole body then and wing it.

You've clearly made up your mind that complicating things is the way to go, and if you dont' want to use the system as it is, fine.

I don't see it as a complication. In fact, it's more in line with our normal gaming tastes with previous games.

We're pretty "gritty" players.

You're now saying that you'd just come up with something, which is what you were doing before all these charts came into being.

I think that's the best approach. Once I started looking at the charts from Rolemaster, I figured my imagination is just as good.

As I said: Superfluous.

Maybe to you. To me, it's a framework for creativity.

1. I know the character is dying because he's at -8 HP.

2. I know the character was struck in the hand because of the roll on the chart. What hand wound could make him die? It's got to be blood loss. That's the only thing that makes sense.

3. I allow the character a Reflex Save vs. the damage to help me decide how "hard" to play this hand hit. He makes the save, so I won't chop off fingers.

And, I end up saying that the character's hand is cut almost in half, with broken hand bones, and he's losing a bunch of blood. But...it can be healed (since the save was made). With the right healing, his hand will be good as new.



To each his own.

This might make you laugh. All of this came about because I was sticking to the rules. When I first read the descritpions of 0 HP and negative HP, I thought of changing it from "dying" to "incapacitated".

Because "incapacitated" can mean a lot of things, from being stunned, to being out of breath, to being in shock, to having a rib broke, to having a sword rammed through your guts.

There's lots of "play" there, and I could easily describe less serious wounds that would incapaciate the character rather than kill him.

But...I decided to stick with the word in the rules, and that's when I figured I needed to know what type of blow took the character to 0HP and may kill him.

Irony?
 
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