Wednesday, March 4, 2020

Ultra-Bastard D&D: Hit Points

Mike Mignola, of course.
In Ultra-Bastard, character hit-points are an abstract measure of one's ability to absorb damage before taking a serious injury.

Characters have a d6 + constitution mod hit points per level. This is often modified by class options, character advancements and adventuring consequences.


Starting Hit Points: If you start at level 0, roll 1d6 + constitution mod for hitpoints. At level 1, start with 6 hit points + constitution mod. This is often modified by class options.

Hit Point Cap: The most hit points a character can ever have is the sum of their strength score and constitution score.

Restoring Hit Points: When characters rest for awhile (usually a few days) in a safe town or camp, their hit points are restored to their max. Certain magical spells and item effects can restore hit points while adventuring.

Hit Points at Zero: Depending on the type of game, one of the below will apply:

  • Old School: When you hit points are reduced to zero or less you die.
  • New School: When your hit points are reduced to zero you drop unconscious and must make a death saving throw on each successive turn (DC10 + nothing). If you succeed three times before you fail three times, you stabilize but remain unconscious. If you fail three times before you succeed three times, you die. Any healing received, will raise your hit points above zero and restore you to consciousness. Any damage you take while at zero hit points results in an immediate failed death save.
  • Wounds & Infection: An option that will get it's own post later.

Special Rules: These are optional.

Rest and Recuperation: When you rest during an adventure, you can restore d6 hit points by consuming a ration. This only works once per rest and only three times per day. You might be able to restore additional hit points by consuming luxury goods (cigarettes, liquor, drugs, etc).

Temporary Hit Points: Some game effects will grant temporary hit points. These can exceed your hit point maximum and are always the first hit points to be expended. You cannot have temporary hit points from more than one source. If an effect grants temporary hit points while you already have some, keep the higher number.

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