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Death and Dying in 4E: Propose Your Own Homebrewed Rule!
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<blockquote data-quote="Wisdom Penalty" data-source="post: 4033360" data-attributes="member: 13287"><p>We just added a random roll to the core rules when dying instead of a standard 1 hp/round. Takes away the metagamey aspect. So you lose 1d2 per round. No one's quite sure what the player of the dying character is rolling, so no one can be confident to sit back and wait X rounds before administering healing. Makes for some good, tough decisions: "Do I attack the demon or do I run over to Bob and heal him?"</p><p></p><p>Passes the tests:</p><p></p><p><strong>Easy: Very, very similar to the core rules. Easy to remember.</strong></p><p><strong>Quick: No additional Fort saves or Con checks or other homebrewed modifiers.</strong></p><p><strong>Fair: Doesn't penalize low Fort characters or reward high Fort ones.</strong></p><p><strong>Fun: Introduces mystery regarding a dying' PC's actual condition.</strong></p><p></p><p>The problem (as we see it) with the core rules is the standard 1 hp/round. Why should it be a set damage when little else is within our fine RPG? Randomize it a bit. Sure, it's tougher, but it's also more fun.</p><p></p><p>As an aside, I couldn't play in a game that cradled players and dodged PC death. I'm not knocking it - I know some like that sort of thing. But, for me, give me knock-down drag-out death-dealing campaigns ala 1E.</p><p></p><p>If you survive - you're The Man. And if you die, well, so is everyone else - just learn to do it with style.</p><p></p><p>W.P.</p><p></p><p>P.S. We tried UA's dying rules - they look <em>great</em> on paper but they don't play that way. No one dies. No one. A DC 15 Fort save is a joke after level 5, even for the wimps. Instead of increasing the stress factor of decisions as to whether a character should be healed or not while dying, it <em>decreases</em> it. Trust me.</p></blockquote><p></p>
[QUOTE="Wisdom Penalty, post: 4033360, member: 13287"] We just added a random roll to the core rules when dying instead of a standard 1 hp/round. Takes away the metagamey aspect. So you lose 1d2 per round. No one's quite sure what the player of the dying character is rolling, so no one can be confident to sit back and wait X rounds before administering healing. Makes for some good, tough decisions: "Do I attack the demon or do I run over to Bob and heal him?" Passes the tests: [b]Easy: Very, very similar to the core rules. Easy to remember. Quick: No additional Fort saves or Con checks or other homebrewed modifiers. Fair: Doesn't penalize low Fort characters or reward high Fort ones. Fun: Introduces mystery regarding a dying' PC's actual condition.[/b] The problem (as we see it) with the core rules is the standard 1 hp/round. Why should it be a set damage when little else is within our fine RPG? Randomize it a bit. Sure, it's tougher, but it's also more fun. As an aside, I couldn't play in a game that cradled players and dodged PC death. I'm not knocking it - I know some like that sort of thing. But, for me, give me knock-down drag-out death-dealing campaigns ala 1E. If you survive - you're The Man. And if you die, well, so is everyone else - just learn to do it with style. W.P. P.S. We tried UA's dying rules - they look [i]great[/i] on paper but they don't play that way. No one dies. No one. A DC 15 Fort save is a joke after level 5, even for the wimps. Instead of increasing the stress factor of decisions as to whether a character should be healed or not while dying, it [i]decreases[/i] it. Trust me. [/QUOTE]
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