Health
Health is divided into several elements - Hit Dice, Hit Dice Size, Health, Vitality, HP and VP.
Contents
Hit Dice
This is the total amount of Levels or Hit-Dice the character has, regardless of how many Hit Points they currently possess.
A modifier after this adjusts the total number of HP the character has. Every 3 additional HP received from Hit-Dice (but not other sources such as Toughness) increases the character's effective Level for Saves and THAC0 by 1. Inversely, for every -3 HP received, a character lowers their effective Level by 1 for these.
For example, a Hill Giant has 12-1 HD, meaning that, from Hit Dice, it has at most 12 x 8 -1 HP; 95 HP. If they had 12+6 HD, their maximum HP from HD would be 102 and they would Save and Attack as though they had 14 HD.
If a character is described as 0th Level or has a HD below 1 (such as 1/4 HD or 1-1 HD), assume they have
A character may have distinct Hit Dice, due to being a race that has more HD by default or from being a Multi-Class character. Use whichever is highest grants the highest values to determine Saving Throws and THAC0 though remember the source - a Fighter/Thief's Thief Hit Dice cannot grant them the THAC0 from the Fighter table.
Hit Dice Size
This determines the size of the dice used when rolling Hit Dice to determine how many HP a character has. By default, it is 1d8 for 0th Level characters and other characters without class levels. If a 0th Level character takes a class with lower Hit Dice Size and this replaces their HD, their HP will go down.
If a Hit Dice has a modifier to it, it has no effect on Saves or THAC0. A Hill Giant with 12-1 HD has 95 HP normally at maximum due to having a 1d8 HD Size. If their Hit Dice Size were 1d8+5, this would instead be 12 x 13 -1 HP, for a total of 155 HP.
After 10th level, Classes no longer gain any full Hit-Dice. Instead, they gain +3 if their HD Size is 10 or more, +2 if it is d6 to d8 and +1 if it is d4 or less.
If a Hit-Dice Size is divided, typically due to Multi-Classing, divide the results accordingly. A Level 10 Fighter/Level 12 Thief, for instance, has d10/2 and d6/2 HD size, meaning for every Fighter level they gain up to 5 HP and for every Thief level they gain 3 HP. As HP gain drops to 2 HP per level for Thieves after 10, this is halved to 1. With maximum HP, they would have 50 + 32 HP, for a total of 82 HP at most.
Toughness
This is a modifier received from Constitution and it is applied to the Hit-Dice Size of the character, for their first 10 HD or Levels. After 10th level, Classes no longer gain any additional bonus HP from Toughness. They still suffer the penalties of low Toughness, however.
Thus, a character with a d10 Hit Dice and +3 Toughness gains d10+3 HP every level. If they were level 5, they would have 5d10 + 15 HP.
Vitality
This is a value, by default, equal to Constitution. It determines the minimum physical presence of a character and is used to determine VP.
HP
HP stands for Hit Points or Health Points. These represent how close the character is to suffering lasting damage - when out of HP, the character is vulnerable and may not even be able to remain standing.
A Current, Maximum and Temporary value are listed - when HP is referred to, assume Current HP is referred to. When a character takes damage, their Current HP is lowered. If more damage is dealt than the character has HP, apply the damage, reduce the character to 0 and then do any remaining to VP.
Consciousness at 0 HP
If a character hits 0 HP, they must make a skill check to remain conscious and active. The character may make a Hard Constitution Feat, Wisdom Feat or Mental Resistance check.
If they attain a Very Hard Success, they are able to remain Conscious but are Dazed or Knocked Down until their HP is raised above 0. Typically the character is allowed to choose which.
If they attain a Hard Success, they are able to remain Conscious but are Dazed and are Knocked Down until their HP is raised above 0.
If they fail, the character is Knocked Down and Unconscious. If something causes them to regain Consciousness, they may make a new roll.
Bleeding at 0 HP
If a character hits 0 HP from an attack that does Crushing, Piercing or Slashing Damage, they must make a Hard Constitution Feat check.
If they attain a Hard Success, they suffer no ill effects.
If they fail, the character suffers Minor Bleeding.
If they fail by 10 or more, the character suffers Major Bleeding.
If they fail by 20 or more, the character suffers Severe Bleeding.