eamon
Explorer
Asmo said:I voted "Naa... why bother?"
Our group has always liked the dying/death mechanic from the core books. When your time is up, you just have to go, simple as death -err,that.
These suggestions are to complicated ( think new gamers ) and just adds more to the book-keeping wich we don´t need. It´s simply not smooth enough ( if you want to change the rules)
My personal opinion is that it feels to videogamey -almost like a savegame under the fight, or that everbody just likes the Frenzied Berserker - nobody really wants to die after all.
Asmo
Normal: When you take damage and end up at negative hit points, you lose 1 hit point each round unless you succeed on a 10% roll, in which case you become stable. Regardless, you die instantly at -10. A 10% roll is a roll with a d10 which turns up on a 1.
Proposed: When you take damage and end up at negative hit points, you die if you fail a fortitude save DC 1/2 negative hit points. Regardless, you lose 2 hitpoints. You must make four more successful saves, each one round later, after which you become stable.
I don't think the new rules are much more complex. And they don't use a weird percentile mechanic either. If you find this too lenient, you can replace the 1/2 neg hitpoints with simply the negative hit points. The advantages concerning metagaming, tension, and drama remain. The mechanic also scales much better to high levels that the old system which basically turned all combat into sudden death - and if that's what you enjoy, then this system isn't for you. However, if you enjoy sudden death (and some do like the gritty sense of danger) you might as well get rid of negative hitpoints entirely, and simply die once you drop below 0.