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*Pathfinder & Starfinder
A death & dying system that can't skip Dying
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<blockquote data-quote="3catcircus" data-source="post: 6239001" data-attributes="member: 16077"><p>I'm not sure I see the problem you are attempting to "solve" since players should already be aware of the implications if they've been battling a foe and see it dish out 25 hp per attack up to the point they are where they get down to 10 hp.</p><p></p><p>PCs with a CON of 15 who only have 10 hp left continuing to go against foes who can dish out an average of 25 hp per hit <strong>should</strong> die instantly if they take another hit. It is called discretion being the better part of valor. </p><p></p><p>There are so many other options: withdraw (the best option in this example), run, total defense, take a tactical move to put someone or something between you and your attacker, take a swift or immediate action, drink a healing potion.</p><p></p><p>That having been said, a simpler and easier way to deal with this may be to consider the following:</p><p></p><p>1. Pick some threshold (some portion of the hit point total) - say 10%.</p><p>2. When you hit that threshold, roll a will save (maybe DC equal to the amount of damage of the last attack?) If you fail it, you go into shock and can't take any actions the next round.</p><p>3. At the beginning of each subsequent round, make a will save to stay out of (or shake off the effects of) shock. </p><p>4. If you take another hit that drops you below 0 hp, your hp go to just 0 and make a Fort save (DC equal to the amount of damage of the last attack). If you pass, you are in shock and can take no actions for the remainder of combat. If you fail, you are unstable and bleeding out.</p><p>5. Use the rules for stabilization until you are stable or hit -Con and die.</p><p>6. Coup de grace should always do what it does </p><p></p><p>Me - I like to use a different system that uses hit location and hp thresholds and compares to damage to get different wound effects (anything from a minor penalty on actions due to a slight wound, all the way up to the potential for catastrophic limb amputation and subsequent instability as the PC's lifeblood arcs out of the wound, and even instant-death for massive damage to the head or chest region...)</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6239001, member: 16077"] I'm not sure I see the problem you are attempting to "solve" since players should already be aware of the implications if they've been battling a foe and see it dish out 25 hp per attack up to the point they are where they get down to 10 hp. PCs with a CON of 15 who only have 10 hp left continuing to go against foes who can dish out an average of 25 hp per hit [B]should[/B] die instantly if they take another hit. It is called discretion being the better part of valor. There are so many other options: withdraw (the best option in this example), run, total defense, take a tactical move to put someone or something between you and your attacker, take a swift or immediate action, drink a healing potion. That having been said, a simpler and easier way to deal with this may be to consider the following: 1. Pick some threshold (some portion of the hit point total) - say 10%. 2. When you hit that threshold, roll a will save (maybe DC equal to the amount of damage of the last attack?) If you fail it, you go into shock and can't take any actions the next round. 3. At the beginning of each subsequent round, make a will save to stay out of (or shake off the effects of) shock. 4. If you take another hit that drops you below 0 hp, your hp go to just 0 and make a Fort save (DC equal to the amount of damage of the last attack). If you pass, you are in shock and can take no actions for the remainder of combat. If you fail, you are unstable and bleeding out. 5. Use the rules for stabilization until you are stable or hit -Con and die. 6. Coup de grace should always do what it does Me - I like to use a different system that uses hit location and hp thresholds and compares to damage to get different wound effects (anything from a minor penalty on actions due to a slight wound, all the way up to the potential for catastrophic limb amputation and subsequent instability as the PC's lifeblood arcs out of the wound, and even instant-death for massive damage to the head or chest region...) [/QUOTE]
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A death & dying system that can't skip Dying
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