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HOSR Core Rules: Adventuring 2023-04-26T23:02:00-04:00 rules feature rha

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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 and race to see if any new abilities are gained.

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.