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Old 10th October 2008, 09:45 PM   #1 (permalink)
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Moniker Goblin Sharpshooter (Lvl 2)
Quick and Dirty 4E Death Rules

In order to make the saving throw on death a bit cleaner, I implimented a "rule of three" to make the process more manageable.


DEATH AND DYING



Dying: When your hit points drop to 0 or less,
you fall unconscious and are dying. Any additional
damage you take has no effect on dying, unless the foe
commits a coup de grace. Do not keep track of negative
hit points.



Death Saving Throw: When you are dying, you
need to make a saving throw at the beginning of your turn
each round. The result of your saving throw determines
whether you recover or not:

If you roll 11 or higher on your first roll, you are at 1HP
and are no longer unconscious. You lose all
Action Points, Encounter and Daily powers. Additionally, you
are Weakened until you make a successful saving throw at
the end of your turn.

If you roll an 11 or higher on your second roll, you are at 1HP
and remain unconscious for ten minutes. You lose all Action
Points, Encounter and Daily powers. Additionally, you are
Weakened until you take one short rest.

If you roll an 11 or higher on your third roll, you are at 1HP
and remain unconscious for six hours and lose all Action Points,
Encounter and Daily powers. Additionally, you are Weakened
until you take an additional extended rest after you are conscious.

Death: When you miss your third saving throw, you are
dead and can only be raised from death by the Raise Dead
ritual.


*If another player makes a DC 20 Heal roll during their round
as a standard action, you can add +2 bonus to your saving
throw to recover from dying.

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