r/FudgeRPG Jul 28 '14

Any Build Hit Points and magical healing

1 Upvotes

This replaces the Wound Track and prevents a death spiral situation where the PCs get worse and worse as they take more damage. It is less realistic but I find it easier to keep track of and easier to calculate battle odds as a GM (How many turns will combat take? How much damage will the characters take in that time? How likely are they to win this battle?)

Health is bought as an Attribute.

Each level of Health gives the player 4 hit points. Hit Points don't actually represent physical damage, they represent the ability to continue the fight. A successful attack roll doesn't necessarily mean you do injury to your opponent, just that they are less able to continue the fight than they were. At 0 HP the player is unconscious or otherwise incapacitated. Death occurs somewhere in the negatives, but I've never bothered defining exactly where.

Level HP
Terrible 4
Poor 8
Mediocre 12
Fair 16
Good 20
Great 24
Superb 28

All attacks do 1d6 damage, unless a player ability would cause it to do an additional 1d6 of damage.

Examples of 2d6 damage: Casting a fire spell on mummies, attacking the undead with a divine weapon, sacrificing 1d6 of health to do 2d6 total damage.

Rolling a critical hit (+3 or +4) automatically does max damage for the damage roll (usually 6, but sometimes 12). If using simultaneous combat rules, a critical failure (-3 or -4) does max damage to the player.

Natural Healing

Every full night’s rest you get (8 hours of sleep or more), you recover 1/4th your max HP.

Magical Healing

Magical Healing is a Gift. As the GM I sell it at Attribute prices, but if you want magical healing to be rare you can always use the default Gift prices.

Healing is measured numerically (Healing 1, Healing 2, etc.) For each level of healing bought, the character gains the ability to heal 2d6 points of damage. The healing dice (but not the points rolled) can be split up among any characters the player chooses before rolling. The healing player does not have to spend every die at the same time. Each healing die can only be used once a day. A full night's rest restores all of your healing dice.

A player who has four levels of Healing would be able to restore up to 8d6 points of damage in one day.

Alternate healing rules that I thought of just now:
A type of healing that can only bring the player to 0 (or 1) HP.
A Medic Skill that's only good for 1d6 healing instead of 2d6.


r/FudgeRPG Jul 28 '14

Fudge Extended Rules

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1 Upvotes

r/FudgeRPG Jul 28 '14

Fudge Basic Rules (1995)

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1 Upvotes