HP and Non-Combat Harm
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This page describes how Oath-Bound handles hit points and harm arising outside combat. It covers the key differences from the vanilla PHB treatment of hit points, poison, disease, traps, and environmental hazards. |
Hit Points
Hit points are an abstraction. They do not correspond directly to physical injury. A character losing hit points in combat is not necessarily being cut or broken with each exchange — much of that loss reflects near-misses, deflections, fatigue, and the gradual erosion of the capacity to avoid a truly dangerous strike.
The abstraction requires awareness. It applies when a character knows an attack is occurring — not necessarily the specific weapon or moment, but that they are under attack. A character who is genuinely unaware is not in combat in the mechanical sense, and the hit point system does not apply to them.
Zero hit points means combat ineffective. It does not mean unconscious or dying in any specific sense. A character beaten to zero in a brawl has a different physical reality than one who took a sword thrust to the torso — the fiction of how they got there determines their actual condition. A character at zero may be conscious and able to speak, direct allies, or describe their state. They cannot meaningfully participate in combat or guarantee any outcome for themselves. They are helpless, and subject to the decisions of whoever encounters them.
The hit point system applies only in combat — specifically, only when a character is aware an attack is occurring. Outside that condition, the world does not moderate its consequences. A fall, a poison, a night without shelter in freezing weather — these are not resolved through the combat abstraction. They are resolved by what they actually are.
This means that non-combat harm in Oath-Bound tends toward finality in ways that combat damage does not. Combat gives you rounds, options, and allies. A fifty-foot fall does not.
How It Works
Non-combat harm is resolved by the GM, openly. Before any dice are rolled, the expected outcome is stated. A fall from that height, in those circumstances, will cause this kind of harm. The roll then expresses where within that range the specific case falls — not whether harm occurs.
A character who is aware of what is coming — who sees the trap, who knows the fall is happening — has a single reflexive opportunity: one instinctive action, under time pressure, without deliberation. A plausible reflexive action can push the outcome toward the lower end of its expected range. It does not negate the event. A character with no warning has no such opportunity.
Acute and Chronic Harm
Non-combat harm divides into two kinds.
Acute harm resolves immediately — a fall, a trap firing, a crushing impact, exposure to fire. The world delivers its verdict at once. The fiction of the circumstance determines the expected outcome: falling onto stone is not the same as falling onto iron spikes.
Chronic harm accrues over time. Poison, disease, exposure, starvation, dehydration — these are conditions, not events. Once established, their nature and expected course are determined at onset. They run until addressed. A fever that began three days ago after drinking from a questionable source is a known state with a known trajectory. It does not reset between sessions or resolve quietly. It continues until something is done about it.
Poison and Disease
Both are chronic harm. A successful saving throw against poison does not mean the character avoided being poisoned — it means the effect fell toward the lower end of its expected range. The condition remains and continues until treated or resolved.
Poison delivered in combat follows the same model. The hit point system handles whether the strike lands; it does not govern what the poison does afterward.
Disease typically operates on a longer timescale than poison, and its onset is often separated from its cause by days or weeks. By the time symptoms appear, the cause may not be obvious. This is not a puzzle to be solved mechanically. It is part of the world the characters move through.
Traps
Traps produce acute harm when triggered. A trap that gives any warning — a sound, a visual cue, a moment of instability — provides the basis for a reflexive action. A trap that gives no warning does not. The GM’s description of the environment is the signal: if the opportunity exists, it will be implicit in what has been described.
What This Means in Play
Characters in Oath-Bound take the environment seriously because the environment is serious. The rules that govern what the world does to you are not the same rules that govern what opponents do to you in a fight, and they do not offer the same degree of protection.
Preparation, caution, and attention to the GM’s descriptions of the world are the relevant responses — not hit points.