House Rules (cont.)
Death and Dying. When reduced to 0 HP (lethal damage), a character begins dying.  A successful Saving Throw vs. Body or Will (whichever is lower) means that the character remains conscious, offering the opportunity for a dramatic deathbed soliloquy...  Regardless of his state of consciousness, he loses 1 HP per turn.  When he reaches a negative number of HP equal to his CON score, he will die.
   As you can see, I've created a number of rules to help preserve or prolong characters' lives.  I want your characters to survive, but I try to plan my adventures to be challenging (I actually have mechanics for this), and life in the Blackguards can be nasty, brutish, and short.  There is no script immunity in this game: anyone can die, PC or NPC; not everything you face can be defeated by strength of arms, and sometimes the only thing you can do is try to die a death that the surviving characters will tell stories about.  Use wisdom (unless you have a low WIS score) and remember the unofficial credo of the Blackguards: "You were hoping for the cavalry?  We're just scouts."

Binding Wounds. Aside from the obvious effect of staunching blood loss and preventing infection, binding wounds has the game effect of "healing" 1 in 4 of your lost HP, and slowing (but not stopping) the downward spiral of a dying character.  Magic or rest must restore these "healed" HP first before it heals any others.  This works for up to 25% of your full HP.

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