No way there is this in B/X and never saw or used it!!! not the action of running, of course, but the concept of exhaustion and its effects. I find very cool that they are very intense, in contrast for the fact that they appear in such marginal cases: 30 rounds of combat running are A LOT. It could probably be written as "characters are exhausted after running for 1 turn", as 1 turn encompasses 60 rounds, and running is probably better modelled on "turn based time". If combat is taken place, it makes strange to have a pursuit ongoing.
Picture is from the OSE srd, which is an awesome tool to search for monster stats or any kind of Basic D&D information in the cellphone. Consulting B/X specifies that exhaustion prevents you from running further (which was kept ambiguous on the above bullet points) and that exhausted characters always deal at least 1 damage on a succesful hit.
I like the idea of worn out PCs that are not in conditions to fight. D&D uses hp as a measure of stamina, too, so they could have modeled fatigue through HP loss. But this way is more tangible, factually it introduces a status effect.
I was wondering if the same penalties could be applied to when monster or PCs are worn out by combat (and this is the purpose of this entry). Written in B/X format, the idea to be tested would be:
"Whenever a PC or Monster has his HP dropped to a number equal to its HD or less, he is badly wounded, and incurs in exhaustion effects"
This means that, stastically, fighters and dwarves would be wounded after taking more damage than elves or magic users (because their 1d8 HDs have more HP on them)
This also means, of course, that some monsters can be badly hurt before they are dead. I like this for many reasons:
- It makes for an organic place to call for a morale check, and different monsters allow for many different psychological approaches to being close to death/defeat (though making morale checks at 50% hp also makes sense, as to prevent this state)
- It serves as an alternate way to subdue dragons
- Its a way to reveal to the players that the monster is about to go down, without telling them the actual HP
- Maybe some monsters can have special attacks that only happens in this point
- Differentiates living monsters from undead or animated monsters, which have no point in having a "wounded" status.
- The higher HD a monster has, the higher the chance that becomes wounded at some moment during combat; which feels appropiate in genre.
Assuming healing at 1d3 hp per day rate, this means that high level PCs will be wounded more days than low level ones. This might be a little weird but narrativelly it makes sense as it is implied they sustained more damage to arrive to this situation. I imagine it sort of when Zoro or Goku are incapacitated after a great battle.
In my game, as I don't use hp (only HD) I must homebrew some proportions, remembering that fighters and monsters, with 1d8 hp per hd, will on a median be put in "wounded" status at 2/9ths of their health.
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EDIT: The whole concept is interesting to pair with the "Roll the Body" type saves; or save versus death at 0 hp. From AxianSpice:
"When you reach 0 hp, you drop down and you might be dead. You make a final Save versus Death when (if) someone checks on you. You pass it, you're back on your feet with 1 hp and still have a chance to make it back from the dungeon. This type of rule can be found, for example, in Dungeon Crawl Classics. If you're left there, you're dead, eaten by monsters or just bled out"
I like it in part because it gives back the survability that the debuffs take from characters. In part, also, because I like that with little effort it gives you the whole spectre of possible status without any extra bookkeeping:
Full power
Wounded
Unconscious
Unknown state
Dead
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