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Bloodied and why it is cool.
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<blockquote data-quote="Living Legend" data-source="post: 5834477" data-attributes="member: 6668383"><p>Very true, but I have to say if given a choice between a system like the OP describes and the current negative HP-death save system I would much prefer the bloodied thing (though not sure I agree with the amount of bonuses he describes). I don't feel like negative hp and death save stuff adds anything to the game, it just pampers us. A detailed bloodied-state system could add to gameplay, and could eliminate the negative hp thing entirely.</p><p></p><p>I would love to see characters just die when they reach 0 hp. A great way to make this not suck would be to have the "quarter of total hp" state require you to make some kind of save to avoid going unconcious. If you fail you pass out and probably live, if you don't pass out you keep fighting but run the risk of getting killed. You would have to rework hp numbers a bit, assuming that once you hit 1/4 hp you have let's just say a 50% chance of passing out, so effectively half of the hp in that state don't really count, so the classes hp total would have to reflect that.</p><p></p><p>If you pass out maybe you can make another save on your next turn to get back up, but if you take damage again you have to repeat this save or pass back out, or maybe this could be a feat or class feature for fighters or similar.</p><p></p><p>Something like this feels more intuitive to me, but that might just be me.</p></blockquote><p></p>
[QUOTE="Living Legend, post: 5834477, member: 6668383"] Very true, but I have to say if given a choice between a system like the OP describes and the current negative HP-death save system I would much prefer the bloodied thing (though not sure I agree with the amount of bonuses he describes). I don't feel like negative hp and death save stuff adds anything to the game, it just pampers us. A detailed bloodied-state system could add to gameplay, and could eliminate the negative hp thing entirely. I would love to see characters just die when they reach 0 hp. A great way to make this not suck would be to have the "quarter of total hp" state require you to make some kind of save to avoid going unconcious. If you fail you pass out and probably live, if you don't pass out you keep fighting but run the risk of getting killed. You would have to rework hp numbers a bit, assuming that once you hit 1/4 hp you have let's just say a 50% chance of passing out, so effectively half of the hp in that state don't really count, so the classes hp total would have to reflect that. If you pass out maybe you can make another save on your next turn to get back up, but if you take damage again you have to repeat this save or pass back out, or maybe this could be a feat or class feature for fighters or similar. Something like this feels more intuitive to me, but that might just be me. [/QUOTE]
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