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General Tabletop Discussion
*Pathfinder & Starfinder
Death and Dying (HP and Con scores)
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<blockquote data-quote="ThomasBJJ" data-source="post: 496885" data-attributes="member: 993"><p>I've given this alot of thought. I would like a more detailed (yet fairly simple) method to make "near death" a little more impacting.</p><p></p><p>Normally, once a character hits -10 Hp, they are dead. But, they can go as low as -9, and in one round, a 3rd level cleric can cast Cure Serious Wounds and they are back on thier feet, none the worse for wear.</p><p></p><p>Here's my variant system:</p><p></p><p> When a character drops below 0 hit points, every point of damage beyond those that put you at zero, and any subsequent damage (from attacks, spells, or failure to stabalise) do 1 Hp AND 1 Constitution damage. Constitution damage heals at a rate of 1 point per day. </p><p> A dying character is not considered dead until he reaches a Constitution score of ZERO, regardless of hit point total.</p><p></p><p> This system allows frail characters with dangerously low CON scores to die easier than characters with high CON scores, which IMO is as it should be.</p><p></p><p> A character who is healed back up after being downed in combat is now going to have a lower Hp total due to a reduced CON, AND, if they go down below zero Hp again, they are even lower on CON. The cleric can heal the HP damage, but it would take a Restoration spell to heal the CON. </p><p></p><p> Another good consideration in this system, the character who would normally be put down to -5 hit points under standard rules, would be at -5 Hp PLUS -5 more Hp/Character level due to the CON bonus Hp loss. That could put a 3rd level character down to -20 Hp, but still far away from dying (assuming he has a reasonable CON score.)</p><p></p><p> The whole point of this... To make falling in combat more dangerous, and harder to recover from. </p><p></p><p> As long as you do not drop below 0 hp, everything works the same, and Cleric healing is just as potent. If you get critically wounded (drop below 0 hp, it is very hard for clerics to get you back on your feet).</p></blockquote><p></p>
[QUOTE="ThomasBJJ, post: 496885, member: 993"] I've given this alot of thought. I would like a more detailed (yet fairly simple) method to make "near death" a little more impacting. Normally, once a character hits -10 Hp, they are dead. But, they can go as low as -9, and in one round, a 3rd level cleric can cast Cure Serious Wounds and they are back on thier feet, none the worse for wear. Here's my variant system: When a character drops below 0 hit points, every point of damage beyond those that put you at zero, and any subsequent damage (from attacks, spells, or failure to stabalise) do 1 Hp AND 1 Constitution damage. Constitution damage heals at a rate of 1 point per day. A dying character is not considered dead until he reaches a Constitution score of ZERO, regardless of hit point total. This system allows frail characters with dangerously low CON scores to die easier than characters with high CON scores, which IMO is as it should be. A character who is healed back up after being downed in combat is now going to have a lower Hp total due to a reduced CON, AND, if they go down below zero Hp again, they are even lower on CON. The cleric can heal the HP damage, but it would take a Restoration spell to heal the CON. Another good consideration in this system, the character who would normally be put down to -5 hit points under standard rules, would be at -5 Hp PLUS -5 more Hp/Character level due to the CON bonus Hp loss. That could put a 3rd level character down to -20 Hp, but still far away from dying (assuming he has a reasonable CON score.) The whole point of this... To make falling in combat more dangerous, and harder to recover from. As long as you do not drop below 0 hp, everything works the same, and Cleric healing is just as potent. If you get critically wounded (drop below 0 hp, it is very hard for clerics to get you back on your feet). [/QUOTE]
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