Effects of being reduced to negative hp!


3.5/d20/OGL


Does anyone assign injuries if a character is wounded close to death?
I had a NPC IMC who ran into a burning building and held a flaming beam with his shoulder until the family was able to get to safety. The entire roof caved in and he was pinned under the beam and barely survived. When the PCs met him he had terrible scarring on his neck and shoulder. His carrying capacity was reduced by 4. Also whenever he would take 8+ hps worth of damage I would roll a DC 10 fort save or he would experience the effects of a symbol of pain(-4 attack,skill checks and ability checks.) This character was created a short time after 911. The other NPC felt nothing but love and admiration towards this hero. Over time his influence on the party continued to increase as they pushed themselves to act with the same bravery and nobility.


Baramay wrote:

Does anyone assign injuries if a character is wounded close to death?

I had a NPC IMC who ran into a burning building and held a flaming beam with his shoulder until the family was able to get to safety. The entire roof caved in and he was pinned under the beam and barely survived. When the PCs met him he had terrible scarring on his neck and shoulder. His carrying capacity was reduced by 4. Also whenever he would take 8+ hps worth of damage I would roll a DC 10 fort save or he would experience the effects of a symbol of pain(-4 attack,skill checks and ability checks.) This character was created a short time after 911. The other NPC felt nothing but love and admiration towards this hero. Over time his influence on the party continued to increase as they pushed themselves to act with the same bravery and nobility.

In a certian kind of campaign (yours obvously fits the bill) I guess this can work well. In my games being reduced to negitive HPs is really suprisingly common - thats what the Clerics for. Some kind of small scar as a token of the event strikes me as a really good idea - the characters bodies become something of a history. But I think much beyond a token scar or other momento of that time when they hovered on deaths door would not work in most games.


I think that's an awesome way to enrich a character. I think that to balance things out for the player though you might quietly assign the character a "hero point."

I use this system as well, but I allow the "heal" spell to remove the permanent debilitating effects.


farewell2kings wrote:

I think that's an awesome way to enrich a character. I think that to balance things out for the player though you might quietly assign the character a "hero point."

I use this system as well, but I allow the "heal" spell to remove the permanent debilitating effects.

What exactly do use? I use the character's con mod to adjust the -10 rule. I only have adverse effects if with 3-4 hp of death. The worst coming at one hp away. IMC the heal spell cures all. I do only allow one day/caster level to have the heal spell applied otherwise only a micracle or wish will correct the damage.


I don't assign any ill effects from suffering negative hit points but I do have a related system - if a critical hit puts a character to negative hps or kills him, then I assign that character a permanent scar (usually 1-6 inches long). These scars occassionally lower Charisma but rarely have any other mechanical disadvantage in game terms. I had a PC in one campaign of mine who was critted by a grell's bite while being grappled (instant death due to HUGE damage that put her well below death in negative hps). I decided (and the player approved) that she was bitten right in two. Her fellow adventurers restored her to life but she now bares a scar 3 inches wide that completely circles her waist (no half-shirt, belly-baring armor in her future!). I like the "flavor" that the scars provide and enjoy that tiny slice of pseudo-realism they represent.


SirMarcus wrote:
I don't assign any ill effects from suffering negative hit points but I do have a related system - if a critical hit puts a character to negative hps or kills him, then I assign that character a permanent scar (usually 1-6 inches long). These scars occassionally lower Charisma but rarely have any other mechanical disadvantage in game terms.

My standard house rule is that healing with magical effects is instantaneous, and returns the body to the state it was prior to the injury. The only time that my players receive scars from combat is when they let natural healing do the dirty work - oddly enough, this happens fairly frequently, but I tend towards low-magic games.

As far as crippling injuries, I only inflict those with player permission - I will often allow a character an automatic stabilization if they take an appropriate flaw that will debilitate their PC.


I will occasionally add scars to my characters, but we mostly use magical healing which IMC erases the effects the damage caused.

A bit from my Hoarde


Gwydion wrote:
As far as crippling injuries, I only inflict those with player permission - I will often allow a character an automatic stabilization if they take an appropriate flaw that will debilitate their PC.

LOL! I was just thinking: "That would be a really neat excuse to take a flaw!" then I saw your response, Gwydion.

So, to expand on that. Yeah. I think being reduced to negative hit points would be a fantastic excuse to take a flaw. But then I think this should come with an accompanying feat (as per normal function of flaws). Not necessarily gained immediately, but perhaps gained when the character gains their next level.

Edit: Though I could see the Diehard feat granted immediately in return for taking a flaw.


In my game a player can go to his Con score in negatives.
BUT when he awakes he gets a - on ALL rolls equal to the negatave number and is reduced to half his Str and dex.

This all returns at the harsh rate of one per day.Nothing short of a Wish or a few HEAL spells can repair the damage.

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