Alt dying rule

Kerrick

First Post
I don't normally jump on the bandwagon that seems to follow every 4E sneak peek, but I thought this up on the way home from work last night, and I think it's worth posting.


If a character is reduced to 0 hit points, he's unconscious but stable. If he's reduced to -1 or below, but not past his negative Con score, he's dying. For example, if Herne the cleric has 14 Con, he could take damage reducing him to -14 hit points before being declared dead.

Each round, a dying PC must make a DC 10 Con check; if he succeeds by less than 5, there is no change. If he succeeds by 5 or more, he becomes stable (0 hit points). An unaided, unconscious character has a 10% chance per hour of regaining consciousness (1 hit point). If the Con check fails, he gets worse; three failures, or a natural 1 on any roll, and the PC dies. This roll should be made in secret by the DM so as to keep tension in the game.

A PC who regains consciousness, either on his own or by being healed, is staggered (single action each round, -2 to all rolls) for one minute.

If a character takes damage while dying, it has no effect unless it is greater than his Con score, in which case he must make an immediate Con check or die. Even if the check succeeds, he takes another step toward death (this could easily result in death anyway for someone on his second step, as a third failed roll means instant death).

Healing spells cure half their normal total on a dying PC (round down). So, for instance, someone casts a cure moderate wounds on Bob the Fighter, healing 13 points; he is conscious with 6 hit points. A heal spell applied either before or after the character wakens will remove the staggered condition.


Discussion

I ditched negative hit points because the whole concept is dumb anyway, and players use it to metagame ("Hey, Bob the fighter's only at -2... we've got a few rounds to save him."). We have to keep a "death threshold", though - the point at which you declare the PC no longer breathing. Our group uses negative Con score (if you have a 16 Con, you can go to -16 hp), but you could easily make it Con + 10 if you want.

I chose a Con check because Con scores aren't class-dependent and are barely level-dependent (a higher-level PC has a greater chance to dump points into it) - all things being equal, a wizard and a fighter with 15 Con have the same chance of survival.

The DM should make the checks to keep tension in the game and prevent players from metagaming. If they don't know when Bob the fighter's going to die, they'll be far more interested in pulling his bacon out of the fire and getting him healed up. Also, it gives the DM more control over the PC's fate - if he ends up bleeding out because of crappy luck and bad die rolls, the DM can fudge the recovery rolls to give him a chance. If, OTOH, it was because of player stupidity, he can let the dice fall where they may.

The "damage has no effect" thing simulates actual "physics" - if someone is dying, he's usually in shock and unconscious, which means pain won't have much effect on him, and just doing minor damage to a body that's already taken massive amounts won't either. Doing a large amount of damage, however, can overwhelm the body's life support systems, causing the entire thing to shut down (i.e., the character dies).

Cure spells were reduced to make a compromise between the "negative hit point tax" and the "you start at 0 hit points" idea - there are no negative hit points now, and the other system is just absurd, IMO. The staggered condition was taken from NWN, but it should've been in D&D all along - going from death's door to consciousness without a major healing spell should have aftereffects, even if they are only temporary.
 
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Not bad! I like your approach far more than the 'try 4e in your game' rules posted by WOTC.

However, the dying character not being subject to damage seems a little off to me. I'd suggest that any character who is dying that takes damage has to make an immediate Con check equal to the damage. After all, a dying creature who is blasted by a series of magic missiles or hacked at by a greatsword should probably end up dead.

Now, why did you choose Con checks vs. Fortitude saves, which scale up in the PC's favor when they go up in level?
 


Yeah, it's good. However, my only piece of advice would be recommending some correlation between HP ( or level, Fort, how much god loves you, being a tank class, or something, anything really) and the amount of HP that one can go below 0. Because that's the one aspect I really liked about the 4e was that positive HP and negative HP were correlated. (I didn't like how much it went up, but whatever)
 

However, the dying character not being subject to damage seems a little off to me. I'd suggest that any character who is dying that takes damage has to make an immediate Con check equal to the damage. After all, a dying creature who is blasted by a series of magic missiles or hacked at by a greatsword should probably end up dead.
Well... if the PC takes more than his Con score in damage, he runs a good chance of dying. Since there are no negative hit points, I had to do something. It's not perfect, I'll admit, but I think I came up with a half-decent justification for it, at least.

I forgot to mention coup de grace, too. I'm thinking a coup de grace is an instant kill - no save, game over, you're dead. After all, that's what it's supposed to do; if someone takes a full round to administer a death blow, it'd better be useful, eh?

Now, why did you choose Con checks vs. Fortitude saves, which scale up in the PC's favor when they go up in level?
That's exactly why - because they scale up in the PC's favor. I wanted a system whereby a character of ANY level had more or less the same chance of dying or surviving. A L20 fighter with 15 Con would never fail a DC 15 Fort save except on a 1, frex.

Nice. I like.
Thanks.

Yeah, it's good. However, my only piece of advice would be recommending some correlation between HP ( or level, Fort, how much god loves you, being a tank class, or something, anything really) and the amount of HP that one can go below 0.
There is a death threshold - it's negative Con score. When I wrote the rule the other day, I was doing a half-dozen other things too, and I wasn't totally focused. I cleaned up the original post to be a little more clear, and incorporated some of the UA death/dying rules while I was at it.
 
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Negative CON

I have been using the negative CON is death rule in my own games for many years. Yes, they metagame, but I don't mind because each character is different, so death to one is dying to another. If you have good players- luckily I do- they may metagame slightly, but will still play their character accordingly. There have been times that saving another character is possible, but they decide to keep going (fighting, whatever they are doing).

I, and my players, like and have been using the negative CON rule, since 2nd edition.
 

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