Happy, Fun Adventure Times in a Fantasy World
Health, Mana and Leveling
Each player's health pool starts at 10 + Constitution + 1D12. When a player levels up, they add to their total health pool based on their class:
- Warrior: D12 + Con
- Rogue: D8 + Con
- Mage: D6 + Con
Health can be recovered fully after resting for eight hours, but can also be restored with potions, healing spells, certain types of food and drink, and first aid.
If a player's health falls to or below zero at any given point, they are incapacitated and start dying. The first time this happens during an encounter, they have three turns to be revived. At the start of each of those turns, the player must make a constitution saving throw. If they succeed, they regain one HP and may use their next move action to get up. If they receive healing that puts their health at one or greater during those turns, they are no longer dying and may spend their next move action to get up. The second time a player's health falls to or below zero in an encounter, they are incapacitated, start dying, and only have one turn to be revived or pass their constitution saving throw. The third time a player's health falls to or below zero in an encounter, they are immediately killed.
Note: The GM may choose to have a player be knocked out rather than dying. In this case, there is no turn limit to how long they can be knocked out and they can attempt a constitution saving throw each turn to see if they wake up.
If the player takes damage equal to half of their total HP while they are dying or if the player is not revived in time, they die. Upon death, they are returned to the last checkpoint and will respawn there on their next turn. For the rest of the day, they take -1 to all rolls.
Each player's mana pool starts at 5 + Intellect + 1D6. When a player levels up, they add 1D6 + Intellect to their total mana pool. Mana can be recovered fully after eight hours of rest, and can also be restored with potions, recovery spells and certain types of food or drink.
Experience is granted after every encounter, whether or not that encounter resulted in combat. It is important to note that not every enemy must be killed or otherwise defeated in battle. Players will still receive experience if they resolve an encounter peacefully. Weigh your options carefully before resorting to combat. Players may also be awarded experience for accomplishments and feats that were particularly tricky or tedious, successfully navigating conversational encounters, impressing the GM, learning new skills, or just generally at the whim of the GM.