updates for wpm

This commit is contained in:
2024-03-24 16:28:44 -04:00
parent e0553eebbf
commit e1b7697757
32 changed files with 748 additions and 138 deletions

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@@ -73,10 +73,28 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
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##### Exhaustion
- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
- Exhaustion can be cleared by resting for 30 minutes (3 turns).
#### Other Hazards
- Fall damage is 1d6 / 10'.
- Creatures are assumed to be able to swim at 1/2 their movement speed.
#### Swimming
- Creatures are assumed to be able to swim at 1/2 their normal movement speed.
- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- The third failure indicates the creature begins **drowning**``.
#### Drowning
- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
- When a drowning creature is rescued, it becomes exhausted.
- Once the exhaustion clears, the creature gains back any HP lost to drowning.
#### Urban Navigation
@@ -410,4 +428,16 @@ Time is often represented at different scales:
- A watch takes 4 hours.
- A long rest takes 8 hours.
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### Usage Die
Some equipment (including many magic items) have limited uses, tracked via a **Usage Die**.
- The item description will indicate the starting die type.
- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
- After dropping a die step from a d4, the magic item has only 1 use remaining.
- When no more uses are left, the item becomes inert.
- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
-->
!!!include(license/wotc-cc-by.md)!!!

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@@ -54,7 +54,7 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
- Character AC is usually determined by type of **armor** worn.
- **Shields** grant +1 AC when used.
- Can also be destroyed to prevent a hit from inflicting damage.
- Can also be sacrificed (shattered) to prevent a hit from inflicting damage.
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