Astrosicebear
First Post
A new blog is up, A Close Call with Negative Hit Points.
Raises some very interesting thoughts on dying characters and healing.
Raises some very interesting thoughts on dying characters and healing.
"Negative hit points shouldn't exist, but characters shouldn’t die outright at 0."
Seems like the best option to me, for whatever reason, I never found negative hit points likable. The death saving throw mechanic in 4E was a improvement, but I would like a better system to be implemented.
Have you used this house rule in play? If so, how did it go? Did players like it?A house rule I like is: Once you hit 0 hp, you start taking damage to your Con. This damage doesn't affect your bonus or penalty, but if you hit 0, you're dead.
If you are healed, you heal from 0, because your hp never drops below 0, but you don't get your Con back, except by resting (or Spell X).
Indeed!Still, the biggest advantage with what I posted above is that it can be modular.
- Pulp Rules: If your group doesn't want to deal with long-term wounds, then negative hit points simply disappear with any magical healing.
- Lethal Rules: If you want something more lethal, add a injury chart with some lethal options.
- Grittier Rules: If you want wounds to happen more regularly, add a massive damage save.
Or, they could go with the 4e system as presented in the article, but because -bloodied can be such a big number, layer on a second 'dying' mechanic. A three-strikes kind of thing. Call it a 'Death Save.'
If it were tracked on a daily basis, instead of just by encounter, or just until you're back up, that'd go a long way towards making up-from-0 seem less 'realistic.' Even when you're cure-wounds'd or warlord-shouted up from -lots to 0+surge, if you've failed a death save, you are still closer to death next time.
I would be okay with "count up from zero" if it came with a rule that She Who Goes Below Zero Hit Points Is Messed Up. For Real. No jumping up and rushing back into the fray as good as new. If you go down, you go down hard, and the consequences don't wear off for a good while.
My understanding is that death saves in 4E are on a daily basis. They don't reset until you take an extended rest.
My main problem with "count up from zero" is the way it incentivizes the cleric to wait until a PC actually drops before dishing out the healing. Let's say the cleric has a healing spell worth 10 hit points. If I get that spell when I'm at 5, it works as advertised. But if I get that spell when I'm at -5, I gain 15 hit points! I have often seen healers hold off on using their abilities for this exact reason.