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Death & Dying - a better (and simple!) system.
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<blockquote data-quote="Nonei" data-source="post: 5116750" data-attributes="member: 88176"><p>You're right of course... I have a tendency to make things way too complicated. I've been thinking more on it and the reason I like the idea of 'mortally wounded' (with xp loss and being out of the fight) is that it is a more long term deterrant to being so close to death, while still decreasing the actual death rate and without introducing some sort of 'death spiral'. But I don't really like the metagaminess of xp loss.</p><p> </p><p>I do like a lot of things with your system - the simplicity, the idea of using fort saves, and not knowing exactly when someone will die - but it's a little too lethal, at least for the current game I'm running. </p><p> </p><p>So now I'm thinking perhaps:</p><p>On the round after falling, start rolling fort saves with the DC of 1/2 of negative hp. Edit: I just ran the numbers - this makes the DCs way too easy. 1/2 neg hp+5 or 10 would be better. I don't want to do full hp b/c damage scales much faster than saves.</p><p></p><p>At DC 1/2 hp+5, a mid-level character with +10 fort reduced to -16 hp would have a 5% chance of con damage and a 70% chance of stabilizing on the first roll.</p><p></p><p>At DC 1/2 hp+10, the same mid-level character would have a 40% chance of stabilizing (meeting DC 23), a 25% chance of con damage (rolls of 3-7), and a 10% chance of death (roll of 1-2) on the first roll.</p><p></p><p>Success by 5 or more, four successes in a row, magical healing, or a successful heal check vs. the current DC stablizes the character</p><p>Success by less than 5 = no ill effects this round but the character remains unstable and DC increases by 1</p><p>Failure by less than 5 = 1 point of con damage, save DC increases by 1 for next round</p><p>Failure by more than 5 = death</p><p> </p><p>So the most con damage they'd take is 4, which would be rare but would be 2hp/lvl. At levels that would make a big difference they should have some access to lesser restoration, and of course that is only 4 days of natural healing. Not sure with the extra cushion of 'failure by less than 5' that I really need the '4 successes in a row' part.</p></blockquote><p></p>
[QUOTE="Nonei, post: 5116750, member: 88176"] You're right of course... I have a tendency to make things way too complicated. I've been thinking more on it and the reason I like the idea of 'mortally wounded' (with xp loss and being out of the fight) is that it is a more long term deterrant to being so close to death, while still decreasing the actual death rate and without introducing some sort of 'death spiral'. But I don't really like the metagaminess of xp loss. I do like a lot of things with your system - the simplicity, the idea of using fort saves, and not knowing exactly when someone will die - but it's a little too lethal, at least for the current game I'm running. So now I'm thinking perhaps: On the round after falling, start rolling fort saves with the DC of 1/2 of negative hp. Edit: I just ran the numbers - this makes the DCs way too easy. 1/2 neg hp+5 or 10 would be better. I don't want to do full hp b/c damage scales much faster than saves. At DC 1/2 hp+5, a mid-level character with +10 fort reduced to -16 hp would have a 5% chance of con damage and a 70% chance of stabilizing on the first roll. At DC 1/2 hp+10, the same mid-level character would have a 40% chance of stabilizing (meeting DC 23), a 25% chance of con damage (rolls of 3-7), and a 10% chance of death (roll of 1-2) on the first roll. Success by 5 or more, four successes in a row, magical healing, or a successful heal check vs. the current DC stablizes the character Success by less than 5 = no ill effects this round but the character remains unstable and DC increases by 1 Failure by less than 5 = 1 point of con damage, save DC increases by 1 for next round Failure by more than 5 = death So the most con damage they'd take is 4, which would be rare but would be 2hp/lvl. At levels that would make a big difference they should have some access to lesser restoration, and of course that is only 4 days of natural healing. Not sure with the extra cushion of 'failure by less than 5' that I really need the '4 successes in a row' part. [/QUOTE]
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