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Simple D&D mod: fatigue, hunger, injury

sheek

Arbiter
Joined
Feb 17, 2006
Messages
8,659
Location
Cydonia
Here are some 'low-magic'/realism house rules I had for D&D when I played it, most of which I think could easily be implemented on computer - thought of doing it for NWN1 but have not got around to it yet.

Thirst is merged in with hunger.


Fatigue

Character has a fatigue value which is equal to the number of hours since he last rested.

INT, WIS and DEX and a list of skill rolls are affected at the following:

>21 (-1)
>27 (-2)
>33 (-3)
>39 (-4)
etc

Uninterrupted sleep reduces fatigue by -9 for every 3 hours slept (modified by conditions).

Also sleep is the main way to recover hit points. Waking hitpoints are regenerated by 5% every 3 hours (rounded), and 15% every 3 hours while resting (current hit points are calculated only when necessary, when you lose some or at the start of the battle)

Injuries combine with sleep for hit point recovery (injuries cap maximum hit points, and can reduce regeneration rate).


Hunger

Character has a hunger value which ranges from -18 to +72.

Every hour passed increases it by +1

All attribute suffer penalties at the following values:
>0 (-1),
>12 (-2),
>24 (-3),
>32 (-4),
>40 (-5),
>48 (-6)
.
.
>72 (-10)
etc

So from being 'full', not eating for 31 hours reduces all stats by -2.

A meal (adventuring ration) reduces hunger by -12 (take two meals per day). Half/double rations, and different types of meals modify that.


Injuries

Every attack uses the random hit location in D&D 2nd ed. The type of weapon (blunt, slashing, piercing), and Fortitude saving throw (vs damage) gives the type/severity of injury. Crushed limbs reduce movement, concussion reduces INT/WIS, slashing causes temporary/permanent bleeding damage... lots of tables.

Wounds also cap maximum hit points by 0-15% (rounding) per wound, which can stack.

Each wound type (given by fortitude failure margin + location) needs a specific kind of treatment to remove/negate effects. Eg, bandaging for low level slashes, splints for crushed limbs etc. Severity of the wound (1-3) requires more first aid/medical skill.

After being treated, some negative effects are immediately lost, and a wound takes x amount of time to reduce to a lower severity level (all remaining penalties lost at level 0). Rest/inactivity doubles the speed of this process, and sleep triples it.
 

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