21st Century D&D

Wounds

When 11 or more damage results from a single physical attack, with any kind of weapon, then the damage has also caused a wound. Starting on the next round, until the wound is closed, the character will “bleed” hit points each round.

For each multiple of 11 points done by an attack, the wound that is caused will drain the character of 1 HP. Thus, an attack causing 11-21 damage would cause the creature to bleed 1 HP per round, but an attack causing 22-32 damage would mean the wound bleed 2 HP per round. A wound from 33-43 damage would bleed 3 HP per round, and so on.

Creatures may receive multiple wounds in one round. If a creature was struck twice for 13 and 15 hit points in two separate attacks, each attack would cause a wound and altogether the character would bleed 2 HP per round.

Damage from wounds is taken at the beginning of the wounded creature’s turn.

Healing magic, even a single point, will close all of a creature’s wounds; this includes any effect which restores HP, including a paladin’s laying on hands. Eating a goodberry will close one wound. Finally, wounds may be physically bound with bandages. Characters with the appropriate Medicine talents are the best at bandaging wounds, but anyone can do it.

Certain creatures cannot be effectively wounded, including oozes, undead, gaseous creatures, golems, and other creatures composed of non-flesh materials. Creatures which regenerate can be wounded; the wound is seen as simply slowing their rate of regeneration.

The part of the body which is wounded is, at this time, not considered important.

Note that the damage caused by bleeding may be sufficient to keep the creature from binding its own wounds. See the rules for stunning.

If a character is holding a shield which has not been strapped on, receiving a wound will cause him or her to drop the shield.