Combat and wounds

COMBAT AND WOUNDS

In d20 survival, combat works a little differently from other systems. You have no HP, instead you have limbs that can be wounded. You also have no AC.

The way combat works is simple though. To attack something, you roll a d20 and add whatever your skill bonus is for you weapons along with any other bonus you may get from your weapon if it is finely crafted. Then the opponent rolls a dodge skill check or a block check, whichever he chooses, keeping in mind that to block you must block with something, a weapon, a tool, a shield or anything you may have in your off-hand. That object you blocked with will take the brunt of the hit and be damaged, this is explained in higher details in the blocking section of this page.

h4. TYPICAL COMBAT ROUND

For instance, if you attack a bear with a spear, you roll a 16 and your skill with spear is 2, you get an 18 on your attack. The bear then rolls for dodge. Say the bear gets a 14. You must then roll for whatever limb you hit, referring to the table below or you can always try to aim for a specific limb, taking a -4 penalty to your attack roll. Since your attack was higher than the bear’s dodge roll, you hit. Then, you take your result, 18 and substract the bear’s dodge roll from it, so 18-14=4. 4 is however many damage you’ll afflict that body part. Although keep in mind that some clothings may have some armor which is a fixed number you can remove from the amount of wound points the afflicted limb takes, the armor does take the damage instead though.

Attacking something that doesn’t see you is considered a DC5 for the sake of hitting it

WOUNDS

Wounds are a major factor in the game, they penalise you badly if left unchecked and at a certain point, they start getting infected and get worst if left untreated with medical supplies.

Wound degree Type decay
0 No wound No decay
1-5 Small wound No decay
6-10 Wound No decay
11-15 Big wound Wound decays by 1 per 4 hours
16-20 Serious wound Wound decays by 2 per 4 hours
21-25 Critical wound 1 hour after entering critical stage, a wound goes up to 26 if left untreated.
26+ Useless/Destroyed The limb is dead and does not decay, if head or body, the character dies. The character has 1 hour to amputate the limb and cauterize it with fire or must roll an endurance check at DC 10 every hour to see if an infection spreads to any attached limb.

LIMBS

Everytime you make an attack, unless you aim, you must roll a d100 to see which limb you will hit. You then refer to this table. It also displays the effects that a specific wound will have on your character.

Dice Roll Result Wound effects
1-5 Head At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to all skills as you are getting your head knocked around, getting dizzier and dizzier. Reaching the “useless” degree of wounds means you are dead, your skull may be crushed or your head may be entirely severed from your body.
6-40 Body At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to all weapon skills, dodging, acrobatics, swimming, climbing, building, woodcutting,blocking, sneaking and travelling as your whole body is in pain, restricting your movement.
41-50 Lower left arm At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to all weapon skills, acrobatics, swimming,climbing, building, woodcutting, blocking and travelling as your arms are getting weaker from the pain.
51-60 Upper left arm At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to all weapon skills, acrobatics, swimming,climbing, building, woodcutting, blocking and travelling as your arms are getting weaker from the pain.
61-70 Lower right arm At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to all weapon skills, acrobatics, swimming,climbing, building, woodcutting, blocking and travelling as your arms are getting weaker from the pain.
71-80 Upper right arm At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to all weapon skills, acrobatics, swimming,climbing, building, woodcutting, blocking and travelling as your arms are getting weaker from the pain.
81-85 Lower left leg At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to dodging, acrobatics, swimming, climbing, sneaking and travelling skills. Also, starting at “big wound” and ever degree afterwards, you take a -5 penalty to your combat speed (If more than 1 leg is injured past that point, always use the most hurt leg to determine speed)
86-90 Upper left leg At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to dodging, acrobatics, swimming, climbing, sneaking and travelling skills. Also, starting at “big wound” and ever degree afterwards, you take a -5 penalty to your combat speed (If more than 1 leg is injured past that point, always use the most hurt leg to determine speed)
91-95 Lower right leg At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to dodging, acrobatics, swimming, climbing, sneaking and travelling skills. Also, starting at “big wound” and ever degree afterwards, you take a -5 penalty to your combat speed (If more than 1 leg is injured past that point, always use the most hurt leg to determine speed)
96-100 Upper right leg At “wound” and at ever degree of wounds afterwards, you take a -1 penalty to dodging, acrobatics, swimming, climbing, sneaking and travelling skills. Also, starting at “big wound” and ever degree afterwards, you take a -5 penalty to your combat speed (If more than 1 leg is injured past that point, always use the most hurt leg to determine speed)

Amputating a limb

So you got yourself badly hurt and have to cut off one of your limbs to prevent infection? Don’t worry, it’s easy. All you have to do is follow these simple steps and you may still make it through. First, stop the bleeding, you can use either 1 ft. of cord or you can also cut a piece of cloth from your clothing, keep in mind that doing so will damage your clothe’s durability by 2. If you do not stop the bleeding before cutting off your limb, you will die. Then, you must cut the limb off with a sharp tool (Knife or axe). It hurts but you take no wounds as the afflicted limb is already damaged beyond repair. You must then cauterize the wound using a torch or a fire that you hopefully prepared before chopping off your leg!

removing an upper limb (upper leg, upper arm) will cause the lower corresponding limb to go as well. Once the bodyparts are gone, you do take the regular -5 penalty to all applicable skill checks for each limb permanently.


That’s it, you’re now the proud owner of a severed limb! Do what you will with it and remember that you can always craft yourself some neat prosthetics to replace your old limbs.

INFECTION

Now say you haven’t been able to remove a limb in time and the infection spread. Well any limb that is attached to the destroyed appendage is automatically brought to 25 wounds, meaning that it is in bad shape and getting infected rapidly, it then has to be treated accordingly with medical supplies and a good old doctoring check or it risks suffering the same fate as the already destroyed body part.

TREATING WOUNDS

Now obviously, you want to treat a wound before it gets too bad. the way to do that is simple. You first must have first-aid supplies on you, which you craft with the toolcrafting skill (see toolcrafting). Then you tell the GM which limb you want to treat and roll a doctoring check at DC 10. Doctoring yourself takes an hour.

You heal by 1 with an additional 1 for each increment of 2 over the DC that you roll.

Combat and wounds

D20 Survival sickboy2212