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<blockquote data-quote="timbannock" data-source="post: 4433923" data-attributes="member: 17913"><p>As for the "remove death effects" rule, I like the theory of this. Save or die is silly to me, and possibly the worst part of 3.5E.</p><p></p><p>A different way of handling it might be to take a page from 4E and play around with it. For instance, you could change all save-or-die effects to this:</p><p></p><p>- Keep the save DC the same.</p><p>- If the PC saves, their all set.</p><p>- If the PC fails the save, they are dazed. Next round, they save again at the beginning of their turn.</p><p>- If they succeed on this second save, they are fine. If they fail, they are stunned (dazed, but worse). Next round, they make a third save.</p><p>- If they succeed on the third save, they are fine. If they fail, they go unconscious and are at 0 hp (and thus helpless). They save again next round.</p><p>- If they succeed on this final save, they are simply unconscious at 0 hp until healed. If they fail, they are dead.</p><p></p><p>Basically, I just took the "3 death saves and you're out" rule from 4E and translated it into an ever-worsening effect using 3E mechanics. The character isn't immediately dead, and frankly, has several chances to get out of it (but still also has several chances of losing actions and getting wailed on). The possibility of death is still there, but not nearly as likely.</p><p></p><p>If you don't like having PCs lose actions (even potentially) -- which I personally hate doing to Players -- you could just go with the same idea but instead of "dazed -> stunned -> unconscious -> dead" you could go "fatigued -> exhausted -> unconscious -> dead" or take out unconscious...or whatever.</p><p></p><p>Anyway, just a thought. This way you have a clear rule to replace the save-or-die without worrying about adjudicating a "case-by-case" basis as you said.</p><p></p><p>Beyond that, listen to Alluvial...good points there about changing a fundamental mechanic.</p></blockquote><p></p>
[QUOTE="timbannock, post: 4433923, member: 17913"] As for the "remove death effects" rule, I like the theory of this. Save or die is silly to me, and possibly the worst part of 3.5E. A different way of handling it might be to take a page from 4E and play around with it. For instance, you could change all save-or-die effects to this: - Keep the save DC the same. - If the PC saves, their all set. - If the PC fails the save, they are dazed. Next round, they save again at the beginning of their turn. - If they succeed on this second save, they are fine. If they fail, they are stunned (dazed, but worse). Next round, they make a third save. - If they succeed on the third save, they are fine. If they fail, they go unconscious and are at 0 hp (and thus helpless). They save again next round. - If they succeed on this final save, they are simply unconscious at 0 hp until healed. If they fail, they are dead. Basically, I just took the "3 death saves and you're out" rule from 4E and translated it into an ever-worsening effect using 3E mechanics. The character isn't immediately dead, and frankly, has several chances to get out of it (but still also has several chances of losing actions and getting wailed on). The possibility of death is still there, but not nearly as likely. If you don't like having PCs lose actions (even potentially) -- which I personally hate doing to Players -- you could just go with the same idea but instead of "dazed -> stunned -> unconscious -> dead" you could go "fatigued -> exhausted -> unconscious -> dead" or take out unconscious...or whatever. Anyway, just a thought. This way you have a clear rule to replace the save-or-die without worrying about adjudicating a "case-by-case" basis as you said. Beyond that, listen to Alluvial...good points there about changing a fundamental mechanic. [/QUOTE]
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