D20 Patch: Conditions

## Health & Damage

Although damage isn't really considered a "condition", it's convenient to put it alongside them.

"Maximum hit points" is replaced with "Health". Instead of losing hit points, you gain damage. Instead of healing hit points, you lose damage. This makes lethal damage accumulate like every other form of damage.

Temporary changes to constitution, like a Barbarian's rage, no longer grant temporary hit points. Instead, those effects alter health.

**Lethal Damage:** When an effect deals damage, it deals lethal damage unless the damage is nonlethal. When an effect heals damage, it removes that much lethal damage.

**Nonlethal Damage:** When an effect heals damage, it removes that much nonlethal damage.

**Bleed Damage:** At the end of its turn, a creature with bleed damage takes that much non-bleed damage of the same type as the bleed damage, then makes a DC20 fortitude save. A passed save removes 1 bleed damage and 1 ability bleed damage of each type, plus another 1 for every 10 you passed by. When an effect heals damage, it removes that much bleed damage. Creatures that do not contain vital liquids are immune to bleed damage.

**Precision Damage:** The extra damage caused by a critical multiplier, a rogue's sneak attack damage, and other such effects deal precision damage. Targets that do not rely on organs or physical moving joints are immune to precision damage. For example, a magically animated construct is immune to precision damage, while a clock is not. // This is mostly just to save text on effects that say "creatures immune to critical hits are immune to this damage", but also to allow more realistic results when smashing machines.

**Ability Damage:** Effects that refer to damage do not count ability damage unless specified. Instead of dealing with health, ability damage causes the score of that type to be treated as lower than normal. For example, a creature with 10 constitution and 3 constitution damage treats their constitution as 7 for all purposes. Creatures heal 1 ability damage of each type after every 6 hours of sleep or 12 hours of rest. If an effect heals more constitution damage than the creature has, multiply the remaining healing by the creature's level and heal the creature by that amount.

## Health Conditions

**Bloodied:** If you have lethal damage equal to or greater than half your health, you are bloodied. This condition is clearly visible unless disguised, from scrapes and bruises, tattered clothing, and perhaps favoring an uninjured leg while walking.

**Staggered:** If you have damage equal to or greater than your health, you are staggered. You do not gain a move action on your turn, though you may still use your standard action as a move action. If an effect makes you staggered while you're already staggered, you fall prone. // Note that lethal, nonlethal, and bleed damage contribute to making you staggered.

**Unconscious:** If you have damage equal to or greater than your health, you are unconscious. You are blind, prone, stunned, and get a penalty to perception equal to 10 plus the DC of the effect making you unconscious (minimum -20). If an effect other than damage has made you unconscious, a passed perception check against any creature allows you to wake. In addition, the DC of your bleed damage is reduced by 10. // The sound of combat within 10ft of you is DC-20 to hear, and a creature shaking you is definitely even easier to wake to.

**Dying:** If you have lethal damage equal to or greater than your health, you are dying. When you gain this condition, take a standard action, or are dealt physical damage, you take 1 constitution bleed damage.

**Dead:** If your constitution is 0 or less, or if an effect kills you, you are dead. If not on your native plane, you are teleported to the place you left your native plane, and all your damage and ability damage is removed. If on your native plane, your body becomes an inanimate object and any soul inhabiting it is ejected. // No more "negative hit points". Instead, constitution bleed is built-in death saves without adding another mechanic. The lowered health means you need to heal more to wake someone up (reducing whack-a-mole combat), the lowered maximum health makes further combat in the day more dangerous, and the lowered fortitude makes your death saves more difficult the closer you are to death. Reckless adventurers be warned.

**Broken:** If an object has damage equal to or greater than half its health, it is broken. Nonmagic bonuses from broken objects are reduced by 2. Rolls using the object take a -2 penalty, including armor check penalty if wearing broken armor. Broken weapons take the same amount of damage they deal (apply hardness as normal), only critically hit on a natural 20, and only deal x2 damage on a critical hit. Broken objects with movement speeds move at half speed. Broken magic items must spend twice as many uses to activate, and do not provide passive benefits; even if the physical object is repaired, the magic must be repaired separately for 20% the normal crafting cost.

**Wrecked:** If an object has damage equal to or greater than 3/4 its health, it is wrecked. Wrecked objects are completely nonfunctional, but still repairable.

**Destroyed:** If an object has damage equal to or greater than its health, it is destroyed. It ceases to be a single object, and only counts as raw materials.

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