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General Tabletop Discussion
*Pathfinder & Starfinder
Death and Dying: Annoying new subsystem reduces fun.
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<blockquote data-quote="Greg K" data-source="post: 4035213" data-attributes="member: 5038"><p>In my opinion negative hit points are a lousy and inelegant solution. WOTC already had a really had a decent set of rules in Unearthed Arcana's Death and Dying Rules to start from.</p><p></p><p>At 0 hit points make a Fortitude Save (DC=10+1/2 damage done by the attack or effect).</p><p></p><p>Successful Save: you are concious and disabled. You can take move actions with no penalty. Taking a standard action or other action deemed strenuous requires another Fortitude Save or you begin dying.</p><p></p><p>Failure: dying: You are unconcious and dying. Each round a dying character makes a fortitude save (DC 10+ 1 per additional round of dying) to stabilize. </p><p>- Failure means you are still dead. </p><p>- Save by less than 5: no improvement and make a new save next round</p><p>- Save by 5, but less than 10: character stabilizes*, but is still unconcious </p><p>- Save by 10 or more: character is concious but disabled.</p><p></p><p>Failure by 10 or more= dead (Note: a natural 1 means a character is dying not that the character is dead unless the save also failed by 10 or more).</p><p></p><p>* a stable character is unconcious and disabled and makes a save (DC 10+ each hour</p><p>Failure: the character takes a run for the worse and is dying</p><p>Save: no improvment</p><p>Save by 5 or more: Concious and has 1 hit point**</p><p></p><p>There are additiona rules for healing. </p><p></p><p>** The one problem that I have with the UA rules as written is that at 1hp the character has no penalties. However, by tailoring feats like toughness or die hard to give bonuses to the save, the use of action points to give save bonuses, second wind, and a damage track (assuming penalties are worse the farther you are down on the damage track), I think the above works is even stronger and more elegant.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4035213, member: 5038"] In my opinion negative hit points are a lousy and inelegant solution. WOTC already had a really had a decent set of rules in Unearthed Arcana's Death and Dying Rules to start from. At 0 hit points make a Fortitude Save (DC=10+1/2 damage done by the attack or effect). Successful Save: you are concious and disabled. You can take move actions with no penalty. Taking a standard action or other action deemed strenuous requires another Fortitude Save or you begin dying. Failure: dying: You are unconcious and dying. Each round a dying character makes a fortitude save (DC 10+ 1 per additional round of dying) to stabilize. - Failure means you are still dead. - Save by less than 5: no improvement and make a new save next round - Save by 5, but less than 10: character stabilizes*, but is still unconcious - Save by 10 or more: character is concious but disabled. Failure by 10 or more= dead (Note: a natural 1 means a character is dying not that the character is dead unless the save also failed by 10 or more). * a stable character is unconcious and disabled and makes a save (DC 10+ each hour Failure: the character takes a run for the worse and is dying Save: no improvment Save by 5 or more: Concious and has 1 hit point** There are additiona rules for healing. ** The one problem that I have with the UA rules as written is that at 1hp the character has no penalties. However, by tailoring feats like toughness or die hard to give bonuses to the save, the use of action points to give save bonuses, second wind, and a damage track (assuming penalties are worse the farther you are down on the damage track), I think the above works is even stronger and more elegant. [/QUOTE]
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Death and Dying: Annoying new subsystem reduces fun.
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