What follows are some changes to Ryuutama’s health and damage systems. Some changes are mentioned even if the spell, item, or ability would not necessarily be in use in a Legend of Zelda game, so that GMs may pick and choose what works for their game.

This page is SUPER work in progress!!

Hearts

Rather than hit points, hearts are used to represent a characters health and stamina.  Make the following changes to use this system. This is NOT required to use the other Zelda-tama additions.

Max Hearts = [STR]/2

For example, if your starting STR is a d6, you will begin with 3 max hearts.

pg. 31: The rules for fainting and risking death are the same — when a character falls to 0 hearts, they faint. If they take damage that would reduce their hearts below 0, they may die!

Leveling up

pg. 56: What happens when you level up?
Every level, you instead of an option to take 0-3HP, you may take 0-3 half-heart containers. For every full heart container, your max hearts go up by one.

Having a partial heart container does not raise your max hearts, so does not allow you to take more damage.

All other leveling rules remain the same.

Journey Rules

Use the following replacement rules:

Travel Check

Failure: Lose up to half your current hearts (rounding down to the nearest quarter-heart), to a maximum of three.
Fumble: Lose up to one quarter of your current hearts (rounding down to the nearest quarter-heart), to a maximum of five.

 

Camping Check

Success: At the start of the next day each character’s current hearts are doubled, rounding to the nearest full heart (up to their max). MP is fully restored.
Failure: At the start of the next day each character recovers only one heart and two MP.
Critical: At the start of the next day each character recovers their full max hearts and MP, and gains a +1 bonus to the that day’s Condition

 

Fainting and Death

When a character takes damage that reduces them to 0 hearts, they faint. When a character uses their last MP, they faint.
If a fainted character takes additional damage, they may die. If the amount of damage is equal to or more than their Condition/2 (rounded up), they die. For example, a character with a Condition of 7 dies if they take 4 more hearts worth of damage.
Characters who have fainted benefit from Camping Checks, but only gain one heart (and/or 1 MP, if that is at zero) on a Success. All other results work normally. Fainted or dead characters can be carried and are treated as size 5 items. Obviously they do not need to roll Travel Checks!

Damage

Damage dealt is not rolled, but is instead a set number of  half or full hearts.

dealing damage

This is the amount of damage done by an Unarmed Strike (pg. 63):

d4: 1/2 heart
d6: 1 heart
d8: 1 1/2 heart
d12: 2 hearts
d20: 3 hearts

Add 1/2 a heart of damage to unarmed damage when using an improvised weapon unless otherwise determined by the GM.

 

Nonlethal Damage

pg. 22 : If they succeed, determine damage as normal, except that damage applied may not reduce the target to less than 0 hearts.

weapons

Weapons deal damage based on their type and any modifiers. To avoid repetition, weapon damage information is listed on the Weapons and Armor page.

Modifiers
pg. 60 Orichalcum: Grants one additional bonus heart if worn
pg. 61 Plus One Weapons: Deals 1 additional heart of damage

Healing

pg. 44 Healing: Target character recovers hearts equal to the result of [INT + SPI:max]/4, rounded up to the nearest full heart, up to their full max hearts. During combat, recover only the result of [INT:max]/4 (only 1 die.)
pg. 76 Cure Touch:Caster heals a target for [INT:max]/4 hearts.

All other Changes

Search for the ability, spell, or other keywords, or else search using the page numbers as printed in the Digital English edition 1.0. Only the pertinent text is mentioned here, so please reference your rules book for full descriptions.

Classes

pg. 42 Animal Tracking: Add additional 1/2 heart of damage to any monsters found

Attack type

pg. 52 Toughness: Add 1 to your Max Hearts
             Powerful: Adds additional 1/2 heart of damage during combat. At a strength of d10 or higher, adds 1 heart of damage instead.

Spells

pg.76 Shooting Star: Caster deals damage to target equal to [SPI:max]/4 hearts.
pg. 78 War Metafield: Within the field, damage rolls made by allies deal an additional heart of damage.
pg. 78 Bloodbath Blades:  All characters and all monsters take six hearts of damage. If either [SPI] or [INT] is d10 or higher, this spell does 2 additional hearts of damage.
pg. 79 Kaguya’s Leylance: Deals [SPI:max]/2 hearts of damage to target. If it is night and the moon is visible, do not halve [SPI:max
].
pg. 82 Cycloneform of a cyclone. Deals four hearts of damage to both the target and the caster. If either [DEX or INT] is d10 or higher, this spell does 2 additional hearts of damage
pg. 85 Snowball Storm:  … inflicting [SPI:max]/4 hearts of damage to enemies, while allies take half that, rounded down to the nearest half heart.
pg. 85  Pirika Crackle-Static Anybody whom the caster touches or attacks, or anyone who attacks the caster suffers [SPI:max]/2 hearts of damage.