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Death and Dying: Annoying new subsystem reduces fun.
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<blockquote data-quote="DSRilk" data-source="post: 4033259" data-attributes="member: 35212"><p>A. You take hit point damage when hit at negative hit points (just like you do at positive hit points) and you make a saving throw if you're at 0 or less hit points (the same savingthrow system used in the rest of the game). I'm not sure how this is something you have to remember -- it uses two of the most commonly used systems in the game. The only thing you could arguably say is different is that after 3 failed saves, you die, and it's possible that 3 failed saves is the standard "permanent badness" feature of the saving throw system in general, in which case there's not one new subsystem.</p><p></p><p>B. Bloodied - we know it can affect what you can do and what can be done to you. There may also be penalties attached, we don't know (though I personally hope not).</p><p></p><p>C. Con plays a roll because it affects your hit points and thus your max negative hit points. It actually plays more of a roll than in 3.5, even with the common -CON house rule (at level 10, a 16 CON gives you 6 extra negative hit points with the house rule in 3.5 and gives 30 extra negative hit points in 4.0 with no house rule). The recovery rule never relied on CON (it was an unmodifiable % roll). And there may be con-based feats that modify this, thus allowing high con to make a difference.</p><p></p><p>D. If you've ever DM'd, you'd know why this is gold. It's the standard rule nearly all experienced DMs use -- not because it requires an experienced DM to run it that way, but because an experienced DM knows how much simpler it is to run the game in this fashion and how little bang for your buck you get out of keeping track of NPC negative hit points. They've simply added in the very intuitive rule most of us already use.</p><p></p><p>E. There's a huge difference between being at 5 hit points at level 15 and being able to survive to -60 instead of only -15. Huge difference.</p><p></p><p>F. I'm not sure what this means.</p></blockquote><p></p>
[QUOTE="DSRilk, post: 4033259, member: 35212"] A. You take hit point damage when hit at negative hit points (just like you do at positive hit points) and you make a saving throw if you're at 0 or less hit points (the same savingthrow system used in the rest of the game). I'm not sure how this is something you have to remember -- it uses two of the most commonly used systems in the game. The only thing you could arguably say is different is that after 3 failed saves, you die, and it's possible that 3 failed saves is the standard "permanent badness" feature of the saving throw system in general, in which case there's not one new subsystem. B. Bloodied - we know it can affect what you can do and what can be done to you. There may also be penalties attached, we don't know (though I personally hope not). C. Con plays a roll because it affects your hit points and thus your max negative hit points. It actually plays more of a roll than in 3.5, even with the common -CON house rule (at level 10, a 16 CON gives you 6 extra negative hit points with the house rule in 3.5 and gives 30 extra negative hit points in 4.0 with no house rule). The recovery rule never relied on CON (it was an unmodifiable % roll). And there may be con-based feats that modify this, thus allowing high con to make a difference. D. If you've ever DM'd, you'd know why this is gold. It's the standard rule nearly all experienced DMs use -- not because it requires an experienced DM to run it that way, but because an experienced DM knows how much simpler it is to run the game in this fashion and how little bang for your buck you get out of keeping track of NPC negative hit points. They've simply added in the very intuitive rule most of us already use. E. There's a huge difference between being at 5 hit points at level 15 and being able to survive to -60 instead of only -15. Huge difference. F. I'm not sure what this means. [/QUOTE]
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