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An idea for changing some conditions
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<blockquote data-quote="ravenheart" data-source="post: 5448335" data-attributes="member: 72088"><p>To each one own. I'm actually not sure if and when I would implement these changes myself since don't get around to play much often. But I like tinkerin' and if someone else can benefit from it, be my guest! It might even save me some time working out kinks before I try it out myself if I get feedback. None the less, I appreciate your comments.</p><p>Exactly. But <strong>they are still treated as targets</strong>, even if they are incapacitated. The orc will go for the kill, the bear will keep on mauling, the mind flayer will keep on flaying and the beholder will keep on...eh..beholding? </p><p></p><p>Of course, depending on tactics, creatures might want to go after other PCs instead of finishing off the dying one. That is why I'd allow a minor action, so that <strong>the PCs have a chance</strong> of getting up before perishing all together. </p><p></p><p>On the other hand, that <strong>might be too brutal</strong>, considering the coup de grace factor. Maybe if I dropped the defense penalty from incapacitated? Or alleviated the circumstances of death? This might be a bit off tangent, but let's see what I can come up with.</p><p></p><p>---------------------------------------------</p><p>What if, in this more brutal scenario ,instead of death you recieve a <strong>lethal wound</strong> when dropping below negative bloodied or failing three death saves? I could see something similar to the disease track being used here (a <strong>Death Track</strong>?), with say an initial -1 penalty to ability, attack and skill checks, then worsening with loss of a healing surge, and eventually ending in a more permanent death. The wound could be healed by Cure Disease, and death could be reversed with Raise Dead, of course.</p><p></p><p><span style="font-size: 9px">(I'm tempted to make separate Death Tracks for being brought to negative bloodied compared to failing three death saves, which usually means I should stick with a simpler more coherent solution <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />)</span></p><p></p><p>I'm not looking for a death spiral here so I need some way to counter that. Removing the "death penalty" from Raise Dead is a start, but I'd rather see it <strong>changed into a bonus</strong> (as you've come back, stronger and more determined). </p><p></p><p>Maybe <strong>feats only available to characters that have died and come back</strong>, ex. one that give you a bonus to saving throws while dying (<em>Desperate Resolve</em>), or gives you increased damage against bloodied foes after being dropped below 0 hit points (<em>Death Spiral</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" />) or even temp HP the first time you drop below 0 hit points in an encounter (<em>Defiant Soul</em>)? Same could be said for powers, rituals - you name it.</p><p></p><p>Some ideas. Thoughts?</p><p></p><p>EDIT: To clarify, a PC reaching negative bloodied or failing three death saves would be <strong>knocked unconscious until the end of the encounter</strong>. To distinguish a lethal wound from diseases and really emphasize the risk it bears, one could require a<strong>n Endurance/Heal check after every encounter or hour of in-game time</strong> - failure would inflict <strong>a cumulative -2 penalty to the next recovery check</strong> at the end of an extended rest (or Cure Disease attempt). To further avoid a mid-combat death spiral, I'd implement a boost in power for the PCs when one of them suffers a <strong>lethal wound</strong>, maybe a +1 bonus to attacks and half-level to all damage rolls?</p></blockquote><p></p>
[QUOTE="ravenheart, post: 5448335, member: 72088"] To each one own. I'm actually not sure if and when I would implement these changes myself since don't get around to play much often. But I like tinkerin' and if someone else can benefit from it, be my guest! It might even save me some time working out kinks before I try it out myself if I get feedback. None the less, I appreciate your comments. Exactly. But [B]they are still treated as targets[/B], even if they are incapacitated. The orc will go for the kill, the bear will keep on mauling, the mind flayer will keep on flaying and the beholder will keep on...eh..beholding? Of course, depending on tactics, creatures might want to go after other PCs instead of finishing off the dying one. That is why I'd allow a minor action, so that [B]the PCs have a chance[/B] of getting up before perishing all together. On the other hand, that [B]might be too brutal[/B], considering the coup de grace factor. Maybe if I dropped the defense penalty from incapacitated? Or alleviated the circumstances of death? This might be a bit off tangent, but let's see what I can come up with. --------------------------------------------- What if, in this more brutal scenario ,instead of death you recieve a [B]lethal wound[/B] when dropping below negative bloodied or failing three death saves? I could see something similar to the disease track being used here (a [B]Death Track[/B]?), with say an initial -1 penalty to ability, attack and skill checks, then worsening with loss of a healing surge, and eventually ending in a more permanent death. The wound could be healed by Cure Disease, and death could be reversed with Raise Dead, of course. [SIZE=1](I'm tempted to make separate Death Tracks for being brought to negative bloodied compared to failing three death saves, which usually means I should stick with a simpler more coherent solution :p)[/SIZE] I'm not looking for a death spiral here so I need some way to counter that. Removing the "death penalty" from Raise Dead is a start, but I'd rather see it [B]changed into a bonus[/B] (as you've come back, stronger and more determined). Maybe [B]feats only available to characters that have died and come back[/B], ex. one that give you a bonus to saving throws while dying ([I]Desperate Resolve[/I]), or gives you increased damage against bloodied foes after being dropped below 0 hit points ([I]Death Spiral[/I] :cool:) or even temp HP the first time you drop below 0 hit points in an encounter ([I]Defiant Soul[/I])? Same could be said for powers, rituals - you name it. Some ideas. Thoughts? EDIT: To clarify, a PC reaching negative bloodied or failing three death saves would be [B]knocked unconscious until the end of the encounter[/B]. To distinguish a lethal wound from diseases and really emphasize the risk it bears, one could require a[B]n Endurance/Heal check after every encounter or hour of in-game time[/B] - failure would inflict [B]a cumulative -2 penalty to the next recovery check[/B] at the end of an extended rest (or Cure Disease attempt). To further avoid a mid-combat death spiral, I'd implement a boost in power for the PCs when one of them suffers a [B]lethal wound[/B], maybe a +1 bonus to attacks and half-level to all damage rolls? [/QUOTE]
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