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*Pathfinder & Starfinder
A death & dying system that can't skip Dying
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<blockquote data-quote="Jester David" data-source="post: 6239037" data-attributes="member: 37579"><p>It's a tricky issue I've never seen solved adequately. </p><p></p><p>You don't want people to be easily one-shotted. You should have a chance of hanging around in a near death state for a round or two before expiring. </p><p>But you shouldn't be immortal either. Continuous damage after being knocked down should be dangerous. At at higher levels, being at single digit hitpoints and then smacked for a large amount of damage should carry the risk of instant death. If you choose to keep fighting rather than fall back to heal, and the dire ogre hits you with a huge great axe critical you should die.</p><p></p><p>I like the death saves of 4e and 5e because it makes death less certain but always gives you a couple rounds. I like how 5e makes rolling a "1" really bad and taking damage is scary. </p><p>But I don't like the ability to survive until negative bloodied is just too much. </p><p></p><p>Let's look at this system. </p><p>Not it tracking negatives does mean healing is more effective, as you don't need to get someone back to positives. </p><p>Having played 4e a bit, knowing that characters always have a couple rounds tends to mean they're easier to ignore. It was meant to have more tension, removing the metagame countdown of 3e. Characters were much harder to kill.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6239037, member: 37579"] It's a tricky issue I've never seen solved adequately. You don't want people to be easily one-shotted. You should have a chance of hanging around in a near death state for a round or two before expiring. But you shouldn't be immortal either. Continuous damage after being knocked down should be dangerous. At at higher levels, being at single digit hitpoints and then smacked for a large amount of damage should carry the risk of instant death. If you choose to keep fighting rather than fall back to heal, and the dire ogre hits you with a huge great axe critical you should die. I like the death saves of 4e and 5e because it makes death less certain but always gives you a couple rounds. I like how 5e makes rolling a "1" really bad and taking damage is scary. But I don't like the ability to survive until negative bloodied is just too much. Let's look at this system. Not it tracking negatives does mean healing is more effective, as you don't need to get someone back to positives. Having played 4e a bit, knowing that characters always have a couple rounds tends to mean they're easier to ignore. It was meant to have more tension, removing the metagame countdown of 3e. Characters were much harder to kill. [/QUOTE]
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A death & dying system that can't skip Dying
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