Wednesday, May 22, 2019

High-Powered "Coup de Grace" Rules

These rules are specifically for those interested in running a more high fantasy “Hit Points = Meat Points” style of game, or those who want a little bit more grounded realism over pure meat points mixed with heroic fantasy. You could of course easily convert it into narrative hit points just as well.

High-Powered “Coup de Grace” Rules
When a character is harmed by another character to finish them off, such as a knife to the throat or crossbow pointed at the head, consult the list by their level. This does not apply to hit point damage taken in combat as per normal rules. The “damage roll” of the coup de grace should be the weapon damage die.

Level 1-2 : Death, no save.
Level 3-4 : Character makes a saving throw. On success, dropped to 0 hit points and will die in one round if not immediately given medical attention or healing magic. On fail, death.
Level 5 : Character makes a saving throw. On success, they drop to 1 Hit Point. On a failure, dropped to 0 hit points and will die in one round if not immediately given medical attention or healing magic.
Level 6 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 5, or 1 Hit Point if this would drop them to zero or less. On a Failure, dropped to 0 hit points and will die in one round if not immediately given medical attention or healing magic.
Level 7 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 4, or 1 Hit Point if this would drop them to zero or less. On Failure, dropped to 1 Hit Point and will pass out/drop to 0 hit points in a round without healing/completing combat.
Level 8 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 3, or 1 Hit Point if this would drop them to zero or less. On Failure, drop to 1 HP.
Level 9 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 2, or 1 Hit Point if this would drop them to zero or less. On Failure, take maximum possible size of the damage die x 3 or drop to 1 Hit Point.
Level 10 : Character makes a saving throw. On success, roll damage die and deal that much damage to the character. On failure, take maximum possible result of the damage die.

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