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[3.5e] Making stabilizing a Fort save
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<blockquote data-quote="the_bruiser" data-source="post: 1056129" data-attributes="member: 6126"><p><strong>My Campaign Rules</strong></p><p></p><p>In my campaign I've changed the rules a little more strongly, but not (I think) in a way that's broken. </p><p></p><p>A quick note about the campaign - magic is very low, and raising the dead is almost unheard of. So I needed to make death less likely. Also, in my experience, the 10 point range from fine to death has always been a bit too fine to me, especially the two point range from fine to unconscious. So I wanted something that "fixed" (to my mind) all these things.</p><p></p><p>Here's my rule:</p><p></p><p>* Between 0 hit points and a negative hit point total equal to character level, the character is reduced to one partial action move or equivalent per round. </p><p></p><p>* At a negative hit point total greater than the character’s character level, the character falls unconscious.</p><p></p><p>* If a negative hit point total exceeds the sum of a character’s level and constitution, the character dies.</p><p></p><p>So, a 5th level character with a 14 CON operates like this:</p><p>>0 HP - fine</p><p>0 HP - negative 4 HP - can still move/drink potion, but not fight/cast</p><p>neg 5 - neg 18 - unconscious and bleeding, 10% stabilize</p><p>neg 19 or worse - dead</p><p></p><p></p><p>It's worked great for us:</p><p>1. Increasing level and higher con are reflected as better survival chances, which I think they should be,</p><p>2. Even for a 1st level character with 9 CON it's as good (i.e., no more likely to kill people) as standard rules,</p><p>3. Lessens character death likelihood, and</p><p>4. Makes a "more realistic" zone of declining performance.</p><p></p><p>I should note, though, that enemies will sometimes use the coup de grace action if an opportunity presents itself..... and if you remember in real life, many combat deaths were indeed a result of the victorious armies walking around stabbing people who might have lived otherwise....</p><p></p><p>Over the last three years, we've come up with a number of house rules like this. If anybody wants a word file, let me know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 1056129, member: 6126"] [b]My Campaign Rules[/b] In my campaign I've changed the rules a little more strongly, but not (I think) in a way that's broken. A quick note about the campaign - magic is very low, and raising the dead is almost unheard of. So I needed to make death less likely. Also, in my experience, the 10 point range from fine to death has always been a bit too fine to me, especially the two point range from fine to unconscious. So I wanted something that "fixed" (to my mind) all these things. Here's my rule: * Between 0 hit points and a negative hit point total equal to character level, the character is reduced to one partial action move or equivalent per round. * At a negative hit point total greater than the character’s character level, the character falls unconscious. * If a negative hit point total exceeds the sum of a character’s level and constitution, the character dies. So, a 5th level character with a 14 CON operates like this: >0 HP - fine 0 HP - negative 4 HP - can still move/drink potion, but not fight/cast neg 5 - neg 18 - unconscious and bleeding, 10% stabilize neg 19 or worse - dead It's worked great for us: 1. Increasing level and higher con are reflected as better survival chances, which I think they should be, 2. Even for a 1st level character with 9 CON it's as good (i.e., no more likely to kill people) as standard rules, 3. Lessens character death likelihood, and 4. Makes a "more realistic" zone of declining performance. I should note, though, that enemies will sometimes use the coup de grace action if an opportunity presents itself..... and if you remember in real life, many combat deaths were indeed a result of the victorious armies walking around stabbing people who might have lived otherwise.... Over the last three years, we've come up with a number of house rules like this. If anybody wants a word file, let me know :). [/QUOTE]
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[3.5e] Making stabilizing a Fort save
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