Tuesday, May 30, 2017

Asteria Rising: Update 5

Player Characters die, simple as that. I've not had time to pour into Asteria Rising lately with my Summer course, yet I can introduce my three modes of dealing with death in this science-fiction rendition of D&D.

Injury types are still up for review, yet they are shown below anyway. They might be removed but the premise is that having come close to death a character will still be in bad shape afterwards despite having lived.

Hardcore

This is a mode of play where the players have no saving death throws. Once they receive damage that takes them below 0 hit points, the character dies.

Normcore
This is a mode of play where each player character has three saving death throws. It means whenever their character takes damage which puts them below 0 hit points, they roll a 1d20 with a Difficulty Class of 1. The above means that the character can only die if they roll a one for their saving throw; however, the difficulty class is bumped up for the next saving throw. So, the second throw the character will need to roll above a 2. Saving death throws are one of the few times a roll that ties with the difficulty class do not favor the player. A player character has a maximum of 3 Saving Death Throws they can make. By the fourth one, they will die. With normcore mode, every successful saving death throw will leave the player severely injured. Any failed saving death throw leaves them dead. Thus, they will need to create a new character.

Softcore
This is a mode of play where each player character does a Death Throw that gets increasingly harder until they can no longer succeed. Anytime their character takes damage that takes them below 0 hit points they must roll a saving death throw with their 1d20. Each saving death throw difficulty class is bumped up by one per use. A character doing their first saving death throw must roll above a one with their 1d20, a two for their second, three for their third, and so on until a twenty which cannot be beat. Upon a successful saving Death Throw the character will suffer no injury penalties. Upon a failure the character will be dead and the player must make a new one.

Injury
Minor Injury
Disadvantage [-5] on all physical rolls [acrobatics, athletics, riding, combat, et cetera] until a rest is taken and a Medicine Skill check of Difficulty Class 10 is used to treat the injury.

Moderate Injury
Disadvantage [-5] on every roll that isn’t a Saving Throw until a rest is taken and a Medicine Skill check of Difficulty Class 10 is used to treat the injury.

Severe Injury
Disadvantage [-5] on all rolls and your Constitution Saving Throw until a rest is taken and a Medicine Skill check of Difficulty Class 14 is used to treat the injury.

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