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Hit Points, Dying & Wounds

Core Rules v2 p. 9

Hit Points (HP) represent your ability to endure damage. Damage reduces your HP (which can’t go below 0). When reduced to 0 HP, gain 1 Wound; you also gain the Dying condition until you regain HP. While Dying, actions are limited to 1, Concentration is broken, and you are at risk of further serious harm:

  • Attacking/casting spells causes 1 Wound unless you make a DC 10 STR save.
  • Taking damage while Dying causes 2 Wounds; a crit causes 3 instead.

Official Variants

2

Critical Healing

Variant

Core Rules v2 p. 54

Treat healing just like an attack roll. Rolling the max is a crit (roll again and add it to the result), rolling 1 is a failure to heal (note: this variant is FUN for the right group that enjoys big, dramatic, swingy moments). Consider incrementing the die size by one step to compensate if you use this variant (d4 » d6 » d8 » d10 » d12).

Mighty Healing

Variant

Core Rules v2 p. 54

Regain 1 action when healed from Dying.

Related Rules

4
ConditionsReference / Indexes
DeathFundamentals / Health
Temporary HPFundamentals / Health
WoundsFundamentals / Health