HoMA/The Five Conditions
There are 5 standard conditions that you should know as Dungeon Master. They are the standard way to turn a bland trap or monster into an intimidating one. Each does a unique thing and they are not limited by source. You cannot have more than one of any condition on you at a time. At the end of your turn you may attempt to "save" against 1 condition.
To Save: Roll a d20 and add any bonuses to saving throws that are relevant. If the result is higher than 10 you save.
Grognard and Game designer will go here.
Contents
Dazed
Dazed is the state of being stunned, disoriented, flat footed, or in shock. A dazed creature is acting and reacting slower than any other character. Dazed creature may only take one action per round. They also grant combat advantage.
Some things that would commonly daze are: Beginning stages of paralysis, beginning stages of petrification, Dragon's Breath, and Sonic attacks.
Blinded
Blinded creatures are unable to see, a major impediment on the battlefield or in the dungeon. A blinded creature loses all natural visions, and grants combat advantage. Blinded creatures also takes a -5 penalty to any attack they make.
Some things that would commonly blind are: Spider's venom, Acid, Magical Darkness, and Holy Light.
Weakened
Weakened creatures are drained physically, or sapped. A weakened creature takes a -2 penalty to all attack rolls, and deals half the damage it normally would.
Some things that would commonly weaken are: A variety of poisons and diseases, the touch of the undead, and Psionic attacks.
Unstable
An unstable creature is unable to keep its footing, or off balance. An unstable creature takes a -2 penalty to all of its defenses and grants combat advantage.
Some things that commonly render creatures unstable are: False floor traps and destroyed terrain, Force magic, ground tremors, and gunpowder explosions.
Prone
Prone creatures have been knocked to the floor by something or are in some way knocked off their feet. Prone creatures must spend a move action to get back on their feet before they can spend a move action to do anything else, prone creatures also grant combat advantage.
Some things that commonly knock prone: Hits from the preternaturally strong or large creatures, Tanglefoot bags