Subtle Rule Changes

The rules for stabilizing after falling to negative hit points have changed. Gone is the old 10% chance per round to stabilize. Now you must make a DC 10 Constitution Check (applying your negative hit point total as a penalty).
 

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The rules for stabilizing after falling to negative hit points have changed. Gone is the old 10% chance per round to stabilize. Now you must make a DC 10 Constitution Check (applying your negative hit point total as a penalty).
Hmmm, makes stabilizing much easier overall.

Paladin's bonded mount is a real mount again, not something to be put back in the Pokeball when it becomes an inconvenience. The Paladin can call the mount to his side as a full round action though, so some of the 3.5 convenience stuck around possibly allowing for some loot transporting shenanigans.
 

If penalties reduce damage to less than 1, the attack still deals 1 nonlethal damage.

No more killer housecat complaints.
 



:confused:Something new has been added! I like it, I LIKE IT!:D

It's not perfect, but it it's interesting, and probably less cumbersome than the idea I had (if the maximum damage is less than 1, raise the damage by enough points to make the maximum damage 1, and subtract the same number of points from the attack roll. Thus, 1d3-4 would become 1d3-2 with a penalty of -2 to hit).
 

And remember, nonlethal damage in excess of a character's full hit point total now converts to lethal damage instead of piling on into infinity (unless they regenerate).
 

Hmmm, makes stabilizing much easier overall.

Paladin's bonded mount is a real mount again, not something to be put back in the Pokeball when it becomes an inconvenience. The Paladin can call the mount to his side as a full round action though, so some of the 3.5 convenience stuck around possibly allowing for some loot transporting shenanigans.

A DM might want to handle this similar to the Ranyhyn in the Chronicles of Thomas Covenant the Unbeliever. In those books, the magical horses known as Ranyhyn know in advance when they are to be called by their riders and will have set out previously to try to appear when needed. (If this is the explanation that you use, it might unnerve a few people. )
 

Things I've noticed ...

Protection from Evil cast on someone currently charmed or dominated doesn't automatically negate the effect, it allows a new save at +2.

Mind you, that won't stop item creation characters in my campaign from creating rings of protection from evil, I would imagine. Still a very handy effect...
 


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