HP and Damage

## Hit Points and Damage

The ebb and flow of Combat is generally tracked by Hit Points (HP). Opposing groups of Combatants attempt to knock their enemies out of the fight by reducing their HP to 0.

### Current HP

A Combatant's maximum HP is determined by their HP stat. Their Current HP starts at their maximum HP and can fall to 0. As long as a Combatant has at least 1 Current HP left, no hindrance is placed on their abilities or actions.

### Damage

Weapons, Spells, and harmful Abilities specify the Damage they deal. Damage can be any combination of variable (rolled) and static damage; the dice specified for variable damage are called Damage Dice. When the Weapon, Spell, or harmful Ability successfully hits or effects a Combatant, subtract the Damage it deals from the Combatant's Current HP.

#### Critical Hits

Damage done by a Critical Hit is increased by rolling the Damage Dice again and adding them and the static Damage to the Damage of a normal success. For Attacks or Abilities with Critical Hit Multipliers above 2, the Damage is again increased by repeating the previous calculation for each Critical Hit Multiplier above 2. So for a Critical Hit Multiplier of 4, the Damage Dice would be rolled a total of 4 times and added to 4 times the static Damage.

#### Damage Type

Damage comes in different forms. Weapons, Spells, and harmful Abilities specify the type or types of Damage they deal. Damage types have no inherent rules or effects, but are relevant to some Skill Path Abilities and Monster Abilities. Here is a short list of Damage types suggested for Irreverent RPG with a brief description, but other types may be added or removed as deemed appropriate by the GM.In addition, Damage types are subdivided into several sub-groups. All damage types that aren't Mundane are considered Magical.

Mundane

* Piercing: stabbing weapons like a spear
* Bludgeoning: smashing weapons like a hammer
* Slashing: cutting weapons like a sword

Supernatural

* Radiant: Divine, holy, or very bright light
* Necrotic: Unholy, antilife
* Psychic: Fear, abuse, mental attacks

Energy

* Cold: BRR!
* Fire: HOT!
* Lightning: BZZZT!
* Acid: Corrodes metals and melts faces

### Dying

If Damage would reduce a Combatant's HP to 0 or below, set their HP to 0 and they gain the Dying Condition. If the Combatant is an NPC, the GM may choose to skip this step and remove the Combatant from the fight as Dead. At the beginning of their turn, a Dying Combatant gains a Save against Death. On either success or failure, the Combatant's Player should mark down how many successful and failed Saves against Death they have had since gaining the Dying Condition. If the Save is a Natural 20, the Combatant sets their HP to 1 and loses the Dying Condition. If the Save is a Natural 1, the Combatant gains an additional failed Save against Death. With 3 successful Saves against Death, the Combatant sets their HP to 1 and loses the Dying Condition. With 3 failed Saves against Death, the Combatant is Dead.

#### Damage While Dying

When a Dying Combatant takes Damage from an Attack, Spell, or harmful Ability, they gain a failed Save against Death.

#### Knockout Blow

When a Combatant deals Damage with a Weapon Attack that would reduce an opposing Combatant's Current Hit points to 0 or below, they may choose to deal a Knockout instead of granting the opposing Combatant the Dying condition. Give the opposing Combatant the Unconscious Condition.

### Healing

Spells and Abilities will specify the Healing they grant. When Healing is granted to a Combatant, that Combatant adds the Healing amount to their Current HP up to their Maximum HP. If a Dying Combatant receives Healing, set their HP to the Healing amount and remove the Dying condition.