Azurewraith
Explorer
My only 5e deaths have been from either player stupidity or not taking an ally dropping to 0 seriously and everyone thinking ah it's fine they'll stabilize
My only 5e deaths have been from either player stupidity or not taking an ally dropping to 0 seriously and everyone thinking ah it's fine they'll stabilize
Technically the additional hits beyond 0 hp should have been crits inflicting 2 failed death saves each. This is an annoying feature of the 'no negative hp' rule. Personally I just add up the damage and treat as single-source, that's actually kinder on the PC in most cases.
I run mostly very low level games for conventions and AL, and, thus, see it a lot. It's part of the 'feel of the classic game,' that 5e captures so assiduously. A part that gets old really fast, thus the rapid advancement through Apprentice Tier.I'm quite happy that "you're hit, you're dead" is much less a thing in this edition than it was in early editions... but I was wondering how much you've seen it in play.
The Assassin NPC can give you a good run for your money.
If she win initiative and achieves surprise against you, you're looking at a possible 17d6 damage in the surprise round alone.
Then it's her turn...
If she hits you with all (four) attacks, and you fail all four Con 15 poison saves, you're looking at a possible 20d6 plus 28d6 damage, or a cool average of ~170 damage [emoji3]
All before you get to act, naturally.