--- title: "HOSR Core Rules: Adventuring" description: date_pub: 2023-04-26T23:02:00-04:00 section: rules content_type: feature short_code: rha --- [[toc]] ### Health, Damage and Dying Starting HP is based class and race. When damage is taken, HP is lost. #### Dying - Monsters and NPCs usually die at 0 HP. - PCs at 0 HP (or lower) make a **Saving Throw vs Death** each round of combat. - On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed. - On fail, lose 1 HP to blood loss and try again next round. - At -(level) HP (or lower), save or die. #### Healing - After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP. - Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP. ### Knowledge & Languages **Identifying (Magic) Items** - Spellcasters get INT check **Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying). - Can't be used on oneself. **Secret Languages** - Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language. ### Perception Checks Generally, perception can be checked by rolling highest of INT or WIS.
| INT | Spoken Languages | Read? | | :---: | :--------------: | :---: | | 3 | Native (broken) | No | | 4-5 | Native | No | | 6-8 | Native | Basic | | 9-12 | Native | Yes | | 13-15 | Native + 1 | Yes | | 16-17 | Native + 2 | Yes | | 18+ | Native + 3 | Yes | [Languages Known]
### Encumbrance PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10). - Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items. - 2-handed weapons count as 2 items. - 1000 coins or 100 gems count as 1 item. Carrying more items than allowed can be done, but movement is halved (or worse). ### Time Time is often represented at different scales: - A combat round is 10 seconds long. - An exploration turn takes 10 minutes. - A watch takes 4 hours. - A long rest takes 8 hours. ### Exploration Procedure The general steps to take when exploring (dungeon, wilderness, etc.) 1. **Setup** - Referee describes the situation 2. **Marching Order** - Party determines general exploration process 3. **Complication Check** - Referee rolls the complication die to see what effect it has. 4. **Actions / Responses / Complications** - Party declares actions, referee describes the results (and any complications). 5. **End Turn / Watch** - When the party's gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. - Dungeon: 120' - Wilderness: 12 miles 6. **Repeat** - Return to step 2 and repeat until the adventuring ends. #### Complication Check Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred). 1. **Encounter** - Wandering monster, social encounter, or some other random interaction. 2. **Signs** - Indications of possible encounter nearby - could be a clue, monster tracks, etc. 3. **Locality** - Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc. 4. **Exhaustion** - Take a rest turn (short rest) or (additional) -1 to all rolls until you do. 5. **Light Source** - Torches go out, lanterns go out every third time. 6. **No Complications** #### Listening at Doors Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise. - Referee makes this roll. #### Opening Doors **Locked Doors** - Can be picked or broken. - Picking a lock takes 1d6 minutes. **Stuck Doors** - Can be unstuck or broken. Doors always break on a 1. Failure can affect stealth / surprise.
| STR | Unstick | Break | | :---: | :-----: | :----: | | 3-8 | --- | 1-in-6 | | 9-12 | 2-in-6 | 1-in-6 | | 13-15 | 3-in-6 | 2-in-6 | | 16-17 | 4-in-6 | 3-in-6 | | 18+ | 5-in-6 | 4-in-6 | [Forcing Door Chances]
#### Darkness - -4 to attack when unable to see - Candles light 10' radius - Torches / lanterns light 30' radius #### Infravision - Can see heat tones, even in the dark. - Usually works to 60'. #### Other Hazards - **Falling** - Fall damage is 1d6 / 10'. - **Swimming** - Characters are assumed to be able to swim at 1/2 their movement speed. ### Advancement As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total. - Each standard coin worth of treasure gained is worth 1 XP, and each creature has an XP value awarded for beating them (one way or another). - The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling). - Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points. - Referees may increase the derived value arbitrarily. - Once a PC acquires enough XP, they go up to the next level in their class. #### Upon Gaining a Level When a PC increases their level, the following actions may be performed: - Roll a hit die (based on the PC's class), and add it to their maximum hit points. - 1s and 2s may be re-rolled. - Alternatively, roll the next die step down and add 2. - Their player may pick one of the PC's abilities, and roll 3d6. - If the resulting roll is higher than the ability score, increase the score by 1. - Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained. ### Legal Information > This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.