Supplement Four
Mongoose
Here is a tweak that will keep PCs alive in this very deadly game and do so in a believeable way.
Note the offical rule book's definition of zero hit points: When a character's hit points drop to exactly zero, he is disabled. He can take either a single move or a standard action each turn and he cannot take full-round actions. The character can take move actions without further injuring himself but if he performs any standard action or other strenuous action, he takes one point of damage after completing the act. Unless the character's activity increases his hit points, he has -1 hit points and is dying.
This rule is used when the character is at exactly 0 HP, but how many times in a game (or even a character's life time) will damage reduce the character to exactly 0 HP?
It's not very likely. In fact, it is so unlikely, that it will be a rare occurence, indeed, when this happens in a real game.
Well, this Zero Point Stun rule will make the use of this rule occur more frequently in a game and, many times, save the PCs from getting killed (and it will do all of this in a believeable way).
Here's how it works...
Whenever a character is reduced to 0 HP or less (not through Massive Damage), have the character throw a Fortitude Save vs. a DC equal to 10 + half the damage dealt. Note that this is the same save used when the character suffers from Massive Damage.
Failure on this save means damage is applied normally, and the character is reduced to 0 HP or less.
Success means that the character is reduced to the appropriate number of negative hit points, but the character is treated as if his hit points were reduced to exactly 0 HP. Each round during the stun, the character will heal 1 HP until his negative points reach a total of 1 HP. When the character regains his senses at 1 HP, he can continue the fight normally.
During the stun rounds, the character is subject to the official 0 HP rule above. If he takes a standard action, he will be reduced to -1 HP the next round. Also during the stun rounds, the character is considered flat footed and cannot parry or dodge.
If the stunned character takes additional damage while stunned, either through additonal damage dished out by his opponent or by taking a standard action and suffering damage of 1 HP as outlined above, the character's stun is canceled and the character collapses, dying at his current negative hit point total.
In many fights, this rule will only prolong the inevitable. The PC will probably be reduced to negative hit points and be considered dying. But, in some circumstances, the fact that the stunned character can continue to move will save the character's life.
Note that this rule is not used when Massive Damage is applied, and the character is subject to the standard Massive Damage rules.
Let's look at an example:
Thurag, the Cimmerian, has 2 HP left when he suffers a blow for 6 points of damage. This puts Thurag at -4 HP, and his player makes the stun roll. This is a Fort Save vs. DC 13.
The save is successful, so Thurag is considered stunned. He's flat footed and subject to the 0 HP rule.
Each round, Thurag "heals" 1 HP. This represent the stun wearing off. The stun will be completely worn off when Thurag reaches 1 HP (and no more healing will occur from the stun after Thurag reaches 1 HP).
If Thurag takes additional damage during any time while he is stunned, he will collapse and be considered dying at his current negative HP total.
So, Thurag is stunned, reduced to -4 HP on round one. On round two, Thurag will be at -3 HP. At round three, he will be at -2 HP, and so on until Thurag reaches 1 HP. Additional damage to Thurag at any point in this process will remove the stun, leaving Thurag at negative hit points and dying.
Note the offical rule book's definition of zero hit points: When a character's hit points drop to exactly zero, he is disabled. He can take either a single move or a standard action each turn and he cannot take full-round actions. The character can take move actions without further injuring himself but if he performs any standard action or other strenuous action, he takes one point of damage after completing the act. Unless the character's activity increases his hit points, he has -1 hit points and is dying.
This rule is used when the character is at exactly 0 HP, but how many times in a game (or even a character's life time) will damage reduce the character to exactly 0 HP?
It's not very likely. In fact, it is so unlikely, that it will be a rare occurence, indeed, when this happens in a real game.
Well, this Zero Point Stun rule will make the use of this rule occur more frequently in a game and, many times, save the PCs from getting killed (and it will do all of this in a believeable way).
Here's how it works...
Whenever a character is reduced to 0 HP or less (not through Massive Damage), have the character throw a Fortitude Save vs. a DC equal to 10 + half the damage dealt. Note that this is the same save used when the character suffers from Massive Damage.
Failure on this save means damage is applied normally, and the character is reduced to 0 HP or less.
Success means that the character is reduced to the appropriate number of negative hit points, but the character is treated as if his hit points were reduced to exactly 0 HP. Each round during the stun, the character will heal 1 HP until his negative points reach a total of 1 HP. When the character regains his senses at 1 HP, he can continue the fight normally.
During the stun rounds, the character is subject to the official 0 HP rule above. If he takes a standard action, he will be reduced to -1 HP the next round. Also during the stun rounds, the character is considered flat footed and cannot parry or dodge.
If the stunned character takes additional damage while stunned, either through additonal damage dished out by his opponent or by taking a standard action and suffering damage of 1 HP as outlined above, the character's stun is canceled and the character collapses, dying at his current negative hit point total.
In many fights, this rule will only prolong the inevitable. The PC will probably be reduced to negative hit points and be considered dying. But, in some circumstances, the fact that the stunned character can continue to move will save the character's life.
Note that this rule is not used when Massive Damage is applied, and the character is subject to the standard Massive Damage rules.
Let's look at an example:
Thurag, the Cimmerian, has 2 HP left when he suffers a blow for 6 points of damage. This puts Thurag at -4 HP, and his player makes the stun roll. This is a Fort Save vs. DC 13.
The save is successful, so Thurag is considered stunned. He's flat footed and subject to the 0 HP rule.
Each round, Thurag "heals" 1 HP. This represent the stun wearing off. The stun will be completely worn off when Thurag reaches 1 HP (and no more healing will occur from the stun after Thurag reaches 1 HP).
If Thurag takes additional damage during any time while he is stunned, he will collapse and be considered dying at his current negative HP total.
So, Thurag is stunned, reduced to -4 HP on round one. On round two, Thurag will be at -3 HP. At round three, he will be at -2 HP, and so on until Thurag reaches 1 HP. Additional damage to Thurag at any point in this process will remove the stun, leaving Thurag at negative hit points and dying.