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General Tabletop Discussion
*Pathfinder & Starfinder
Death & Dying - a better (and simple!) system.
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<blockquote data-quote="eamon" data-source="post: 3604713" data-attributes="member: 51942"><p>I don't do this, because if a first level character get's hit by a maximized fireball and falls to, say, -50hp, I want them to die - period! Since magical healing (and other stabilizing forces) can otherwise always stabilize you in time, you could eventually drop to arbitrarily low hit point numbers without dying. That's kind of crazy... and in any case, if your players are getting themselves hit so hard that even one round is a serious threat, then they probably deserve to die (the fort save DC's I'm suggesting at only 1/2 neg hit points are very low and only really risky over a number of turns).</p><p></p><p>I do like Pbartender's idea of retaining consciousness somehow, but I'm not really sure how to combine the two without majorly impacting game balance - don't forget that "conscious" but not yet dead spellcasters consistently getting one more spell off (especially if they know they're about to die and can thus be reckless) is quite a bit more risky to players.</p><p></p><p>As it is, enemy NPC's are more likely to survive after being dropped, but I don't really mind that, it makes em easier to question and thus it's just another way of adding suspenseful tidbits to tease the players ;-).</p></blockquote><p></p>
[QUOTE="eamon, post: 3604713, member: 51942"] I don't do this, because if a first level character get's hit by a maximized fireball and falls to, say, -50hp, I want them to die - period! Since magical healing (and other stabilizing forces) can otherwise always stabilize you in time, you could eventually drop to arbitrarily low hit point numbers without dying. That's kind of crazy... and in any case, if your players are getting themselves hit so hard that even one round is a serious threat, then they probably deserve to die (the fort save DC's I'm suggesting at only 1/2 neg hit points are very low and only really risky over a number of turns). I do like Pbartender's idea of retaining consciousness somehow, but I'm not really sure how to combine the two without majorly impacting game balance - don't forget that "conscious" but not yet dead spellcasters consistently getting one more spell off (especially if they know they're about to die and can thus be reckless) is quite a bit more risky to players. As it is, enemy NPC's are more likely to survive after being dropped, but I don't really mind that, it makes em easier to question and thus it's just another way of adding suspenseful tidbits to tease the players ;-). [/QUOTE]
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