-10 + 1/2 level

Scribble

First Post
So I was thinking about a house rule of allowing a character to go down to -10 + 1/2 their level... (round down)

So a level 4 character would be able to withstand -12...

a Level 5 Character Would still be at -12

What kinds of things do you think this would do to the game?

What if it was -con + 1/2 level?
 

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Nifft said:
HOUSE RULES is a delightful place for this conversation. :)

Cheers, -- N

Oh crud... :o

I haven't posted in the rules/houserules section in so long I forgot there was a houserules section :(

Please forgive!
 


Abisashi said:
It's just a question of how much you want PCs to die. I do -( level + Con score + 5 per Toughness feat).

Thats kind of what I'm asking... I realize that -10 + 1/2 level will make them die less then -10


I'm looking more for people who have a betetr grip on the math involved to give me a rough idea on what this will do to the average session... ie How MUCH more will they live.. and so on. :p
 

What level are they, and what kind of stuff will they be fighting? The size of the damage chunk, and the presence of area of effect spells which hit unconscious PCs, changes how effective this will be.
 

I currently use a rule that when a character is knocked below 0 hp they are just knocked unconscious. The amount of damage past 0 hp determines the number of hours before they awake (e.g. 2 hp remaining, take a hit for 4 = unconscious for 2 hours).

Once a character is knocked out an NPC just needs to attack them again to kill them.

It works for us, if you want more details about how subdual damage and other specifics work let me know.
 

Scribble said:
Please forgive!
No worries; just post in Meta and ask a mod to move the thread. :)

Anyway, productive to topic: my games have had the house rule that PCs and critters die at -(10 + HD) for years -- thus, a 4th level dude is dead at -14 HP, and a 20th level dude is still only "mostly dead" at -29. It's worked pretty well for us. Few PC deaths, but there still have been some.

Cheers, -- N
 

I used the following house rule for dying.

If your hit points decrease to a negative number, make a Fortitude save, taking your current hit points as a penalty. If you fail DC 1, you die. If you make DC 11, you stabilize. Otherwise, nothing happens.

On your turn, if you are at negative hit points, make a Fortitude save as above. Results are as above, except that if you make DC 1 and fail DC 11, you lose 1 hit point that doesn't trigger another fort save.


For example, if you have a Fortitude save bonus of +8 and you are dropped to -11 hit points, you roll 1d20-3. On a four or better, you don't die. On a 14 or better, you stabilize.

This means that everyone gets harder to kill as they advance, and the physically tough characters (high con or good fort save) are more likely to survive a wound that knocks them unconscious.

It also prevents "I'm only at -5, so finish of the bad guy; you've got plenty of time to heal me" metagaming, since you might roll poorly the next time you have to make the fort save.

If you have any "use them when you really need it" bonuses, you can apply them to the fort save. I know that somebody wrote spells in 3.0 that would let you roll 2d20 and use the better, or add up to +5 to a save.

Toughness should probably add +3 or so to the save. I didn't think about it, because nobody took it in my game.

My players loved this rule when they were surprised by large earth elementals. I think two of them went into the negative teens and one was at negative twentysomething. When the cleric woke up after the battle, his first question was "Is everybody alive?" He was surprised to hear the answer was yes.
 


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