Blue
Ravenous Bugblatter Beast of Traal
Very reasonable responses.Good points. I think things like lava should just be instant death and not even deal damage.
You could have a lethality dial where you reduce this to one death save instead of three, or any additional damage is death instead of being an auto-fail. I found the 4e model worked for me, but I wanted to get away from negative HPs because then the question becomes how negative can you get?
What kind of system would you like when you are dying? I think having negative HPs is no different than having a death save system. Its a buffer that keeps a PC alive until his allies can get to him and heal. Would you like more lethality? Or less?
I'm more of a make death rare, but make death final, kind of guy. I don't like Raise Dead or Resurrection magic at all.
I don't think I'm trying to adjust the knob of lethalness - in general I like the concept and am just trying to strengthen the one point I find a little weak.
Having dying be only lightly related to foe actions (no damage or any damage, not caring about amount or magnitude) means that there's little tension getting increased in the allies with a friend down outside the "we have one less active on our side". I'd like to have that plus "and we need to protect Brandar so the next time the dragon breathes it won't kill him".
You mention lava being auto-death, which I'm with. Let me pick a more mid-range option. Combat is around a a pit swarming with rats. They can do damage every round from biting you, but aren't auto-death. I'd love the reaction to be a PC jumping down and pulling him out, or other things like that. However, the result with these dying rules is that as logn as he gets cured once in a while, he can be left down for a long time (and we can already expect an at-will healing feat in 5e), and the "correct" action to rescue him might be to fireball him. He's already taken damage, he's failing the next death save no matter what, and the fireball would clear the rats.
Basically, I'd like to keep tension when someone drops by keeping that there is a strong need to actively protect fallen allies because there is a present danger that if not they could die right now. I'm not pushing for this for increased lethality, we could increase number of death saves failed to give them longer on their own, I'm looking to foster the player "oh shoot!" factor and immediate change in tactics to protect a fallen comrade.