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A death & dying system that can't skip Dying
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<blockquote data-quote="knottyprof" data-source="post: 6239684" data-attributes="member: 6715607"><p>Looking through the original Player's Handbook (both original and revised) the only reference I could find regarding this is under damage and it states that when any creature reaches 0 or negative hit points it is dead (pg 107 original PHB). Searched the original DMG and found the reference under Combat (Hit Points) which does have the -10 rule, but characters do not get the chance to stabalize on their own and once -6 hp or more is reached then physical scarring or limb loss occurs. Plus character reduced below 0 are in a coma for 1d6 turns and must take a full week to recover (pg 81). Nice when the Player's Handbook contradicts the DMG. Funny how the evolution of the game kept (and enhanced the negative HP cap), but dropped the time required to recuperate and possible physical trauma that was originally implemented with the game.</p><p></p><p>IMO the hit point abstraction works in the game for the most part but when people begin to put too much stock in it from the point of coming up with complex rules dealing with levels of dying it really begins to break down in effectiveness. IP can come up with any sort of house rules desired but HPs scale with character levels already given that is the whole point of gaining hit points per level.</p></blockquote><p></p>
[QUOTE="knottyprof, post: 6239684, member: 6715607"] Looking through the original Player's Handbook (both original and revised) the only reference I could find regarding this is under damage and it states that when any creature reaches 0 or negative hit points it is dead (pg 107 original PHB). Searched the original DMG and found the reference under Combat (Hit Points) which does have the -10 rule, but characters do not get the chance to stabalize on their own and once -6 hp or more is reached then physical scarring or limb loss occurs. Plus character reduced below 0 are in a coma for 1d6 turns and must take a full week to recover (pg 81). Nice when the Player's Handbook contradicts the DMG. Funny how the evolution of the game kept (and enhanced the negative HP cap), but dropped the time required to recuperate and possible physical trauma that was originally implemented with the game. IMO the hit point abstraction works in the game for the most part but when people begin to put too much stock in it from the point of coming up with complex rules dealing with levels of dying it really begins to break down in effectiveness. IP can come up with any sort of house rules desired but HPs scale with character levels already given that is the whole point of gaining hit points per level. [/QUOTE]
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