diff --git a/dying.html b/dying.html
index 6064ede..06e68ec 100644
--- a/dying.html
+++ b/dying.html
@@ -215,7 +215,7 @@
Dying Flow Chart
-
State transitions for player characters — W = Wounded value added to every dying increase
+
State transitions for player characters — W = Wounded value added only when first gaining the Dying condition
@@ -246,9 +246,9 @@ flowchart TD
DX -->|"Crit Success \n· dying−2 \n· +Wounded"| UNC
DX -->|"Success \n· dying−1 \n· +Wounded"| UNC
- DX -->|"Failure \n· dying+1+W"| DX
- DX -->|"Crit Fail \n· dying+2+W"| DX
- DX -->|"Take dmg \n· dying+1+W or +2+W"| DX
+ DX -->|"Failure \n· dying+1"| DX
+ DX -->|"Crit Fail \n· dying+2"| DX
+ DX -->|"Take dmg \n· dying+1 or +2"| DX
DX -->|"dying ≥ threshold"| DEAD
DX -->|"Healing 1+ HP \n· +Wounded"| ALIVE
DX -->|"Hero Points \n· Wounded unchanged"| UNC
@@ -262,7 +262,7 @@ flowchart TD
Key Rules
- Recovery Check is a flat check (no modifiers) with DC = 10 + current dying value, made at the start of each turn while dying.
- - Wounded is added to every dying value increase — being Wounded 2 and failing a recovery check means dying increases by 3 (1+2).
+ - Wounded is added only when you first gain the dying condition — being Wounded 2 when knocked to 0 HP means you start at Dying 3 (1+2). It does not affect recovery check failures or damage taken while already dying.
- Doomed X reduces your death threshold from 4 to (4−X). Doomed 1 means dying 3 kills you. Decreases by 1 per full night’s rest.
- Heroic Recovery: Spend all Hero Points at the start of your turn or when dying would increase. You lose the dying condition and stabilize at 0 HP. Wounded does not increase from this.
- Nonlethal KO: Reduced to 0 HP by a nonlethal attack causes Unconscious with no dying condition. You wake naturally after 10+ minutes.
@@ -471,34 +471,30 @@ flowchart TD
function recoveryWorsen(base) {
var old = simDying;
- var total = base + simWounded;
- var newDying = old + total;
+ var newDying = old + base;
var threshold = deathThreshold();
- var wNote = simWounded > 0 ? ' (+' + simWounded + 'W = +' + total + ' total)' : '';
if (newDying >= threshold) {
simState = 'DEAD'; simDying = 0;
simHistory.push({ state: 'DEAD', dying: 0, via: 'Recovery Check Failed' });
- return { msg: 'Dying ' + old + ' + ' + total + wNote + ' = Dying ' + newDying + ', reaching the death threshold of ' + threshold + '. You die.' };
+ return { msg: 'Dying ' + old + ' + ' + base + ' = Dying ' + newDying + ', reaching the death threshold of ' + threshold + '. You die.' };
}
simDying = newDying;
simHistory.push({ state: 'DYING', dying: newDying, via: 'Recovery Check Failed' });
- return { msg: 'Dying ' + old + ' + ' + total + wNote + ' = Dying ' + newDying + '. Recovery DC is now ' + (10 + newDying) + '.' };
+ return { msg: 'Dying ' + old + ' + ' + base + ' = Dying ' + newDying + '. Recovery DC is now ' + (10 + newDying) + '.' };
}
function dyingWorsen(base, label) {
var old = simDying;
- var total = base + simWounded;
- var newDying = old + total;
+ var newDying = old + base;
var threshold = deathThreshold();
- var wNote = simWounded > 0 ? ' (+' + simWounded + 'W = +' + total + ' total)' : '';
if (newDying >= threshold) {
simState = 'DEAD'; simDying = 0;
simHistory.push({ state: 'DEAD', dying: 0, via: label });
- return { msg: 'Dying ' + old + ' + ' + total + wNote + ' = Dying ' + newDying + ', reaching the death threshold of ' + threshold + '. You die.' };
+ return { msg: 'Dying ' + old + ' + ' + base + ' = Dying ' + newDying + ', reaching the death threshold of ' + threshold + '. You die.' };
}
simDying = newDying;
simHistory.push({ state: 'DYING', dying: newDying, via: label });
- return { msg: 'Dying ' + old + ' + ' + total + wNote + ' = Dying ' + newDying + '.' };
+ return { msg: 'Dying ' + old + ' + ' + base + ' = Dying ' + newDying + '.' };
}
// ── Actions ───────────────────────────────────────────────────
@@ -618,8 +614,7 @@ flowchart TD
getOutcomes: function() {
var t = deathThreshold();
var csR = simDying - 2, sR = simDying - 1;
- var fR = simDying + 1 + simWounded, cfR = simDying + 2 + simWounded;
- var wL = simWounded > 0 ? '+' + simWounded + 'W' : '';
+ var fR = simDying + 1, cfR = simDying + 2;
var dead = ' \u2192 Death';
var stable = ' \u2192 Stabilize';
return [
@@ -627,27 +622,26 @@ flowchart TD
action: function() { return recoveryImprove(2); } },
{ label: '✓ Success \u2014 dying−1 = Dying ' + Math.max(0,sR) + (sR <= 0 ? stable : ''),
action: function() { return recoveryImprove(1); } },
- { label: '✗ Failure \u2014 dying+1' + (wL ? '+' + wL : '') + ' = Dying ' + fR + (fR >= t ? dead : ''),
+ { label: '✗ Failure \u2014 dying+1 = Dying ' + fR + (fR >= t ? dead : ''),
action: function() { return recoveryWorsen(1); } },
- { label: '✗✗ Critical Failure \u2014 dying+2' + (wL ? '+' + wL : '') + ' = Dying ' + cfR + (cfR >= t ? dead : ''),
+ { label: '✗✗ Critical Failure \u2014 dying+2 = Dying ' + cfR + (cfR >= t ? dead : ''),
action: function() { return recoveryWorsen(2); } },
];
},
},
{
name: 'Take Damage While Dying',
- hint: 'Any damage while dying increases dying value (+W)',
+ hint: 'Any damage while dying increases dying value',
needsRoll: true,
rollLabel: 'Was the hit a critical?',
getOutcomes: function() {
var t = deathThreshold();
- var nR = simDying + 1 + simWounded, cR = simDying + 2 + simWounded;
- var wL = simWounded > 0 ? '+' + simWounded + 'W' : '';
+ var nR = simDying + 1, cR = simDying + 2;
var dead = ' \u2192 Death';
return [
- { label: 'Normal hit \u2014 dying+1' + (wL ? '+' + wL : '') + ' = Dying ' + nR + (nR >= t ? dead : ''),
+ { label: 'Normal hit \u2014 dying+1 = Dying ' + nR + (nR >= t ? dead : ''),
action: function() { return dyingWorsen(1, 'Take Damage'); } },
- { label: 'Critical hit or critical failure \u2014 dying+2' + (wL ? '+' + wL : '') + ' = Dying ' + cR + (cR >= t ? dead : ''),
+ { label: 'Critical hit or critical failure \u2014 dying+2 = Dying ' + cR + (cR >= t ? dead : ''),
action: function() { return dyingWorsen(2, 'Critical Hit'); } },
];
},