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Death & Dying - a better (and simple!) system.
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<blockquote data-quote="Nonei" data-source="post: 5103023" data-attributes="member: 88176"><p>So I have been thinking about this... I think my suggested houserule would include "mortally wounded" (with the associated negatives as listed in my quoted post above) with death occurring at -20.</p><p></p><p>If a spell or ability says it puts something at -10 or kills it (i.e. save vs. death), then the character would be automatically at "mortally wounded" (-10) and must then make a second save to avoid dying.</p><p></p><p>When an attack or action physically takes a PC below 0, they must make an immediate fort save vs. DC of 5 + half the negative damage. If they fail, they take full damage or go to -10, whichever is higher. If they make it, they take only half of the portion of the damage that puts them in negative (round up) or are at -9, whichever is higher. If they make it by 10 or more, they take half the negative damage or -5, whichever is higher.</p><p></p><p>Then the PC's initiative is moved to just prior to when they fell. Each round they must make a fort save vs. their current negative hp following mostly Herzog's suggestions above with a couple differences (my changes are in italics).</p><p></p><p>1. Make a Fortitude save equal to your neg hp.</p><p> 2. If you fail <em>by 10 or more</em>, you <em>automatically move one step closer to death (i.e. if you were dying, you are now mortally wounded (-10); if you were mortally wounded, you are now dead (-20))</em></p><p> 3. If you <em>succeed by 10 or more</em>, you are stable.</p><p> 4. Normal methods of stabilizing (cure spells, Heal checks) work as normal.</p><p> 5. <em>Otherwise</em>, you lose 1 hp.</p><p> 6. On your next turn, if you are not stable, you are still dying. (see 1.)</p><p></p><p>1 is automatic failure, 20 is automatic success.</p><p></p><p>Does that seem reasonable?</p></blockquote><p></p>
[QUOTE="Nonei, post: 5103023, member: 88176"] So I have been thinking about this... I think my suggested houserule would include "mortally wounded" (with the associated negatives as listed in my quoted post above) with death occurring at -20. If a spell or ability says it puts something at -10 or kills it (i.e. save vs. death), then the character would be automatically at "mortally wounded" (-10) and must then make a second save to avoid dying. When an attack or action physically takes a PC below 0, they must make an immediate fort save vs. DC of 5 + half the negative damage. If they fail, they take full damage or go to -10, whichever is higher. If they make it, they take only half of the portion of the damage that puts them in negative (round up) or are at -9, whichever is higher. If they make it by 10 or more, they take half the negative damage or -5, whichever is higher. Then the PC's initiative is moved to just prior to when they fell. Each round they must make a fort save vs. their current negative hp following mostly Herzog's suggestions above with a couple differences (my changes are in italics). 1. Make a Fortitude save equal to your neg hp. 2. If you fail [I]by 10 or more[/I], you [I]automatically move one step closer to death (i.e. if you were dying, you are now mortally wounded (-10); if you were mortally wounded, you are now dead (-20))[/I] 3. If you [I]succeed by 10 or more[/I], you are stable. 4. Normal methods of stabilizing (cure spells, Heal checks) work as normal. 5. [I]Otherwise[/I], you lose 1 hp. 6. On your next turn, if you are not stable, you are still dying. (see 1.) 1 is automatic failure, 20 is automatic success. Does that seem reasonable? [/QUOTE]
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