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D&D Older Editions, OSR, & D&D Variants
Death and Dying in 4E: Propose Your Own Homebrewed Rule!
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<blockquote data-quote="Sir Brennen" data-source="post: 4034018" data-attributes="member: 553"><p>You say you don't like negative hit points? You want staggering, disabled characters more often? Then how about:</p><p>[D].[/D]<p style="margin-left: 20px"><span style="color: DarkOrange">When a character takes damage in excess of her current hit points, she must immediately make a Fortitude save vs a DC of 10 + (damage in excess of current hit points). A successful save means the character is disabled but conscious. Failure means the character is unconscious and dying. In either case, the character's hit points are reduced to zero.</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span></p> <p style="margin-left: 20px"><span style="color: DarkOrange">On his turn during subsequent rounds, a dying character must make a stabilization roll. This is another Fortitude save against the original DC. Any additional damage a dying character takes is added to the DC. Three failed rolls indicate the character has died. A natural roll of 20 means the character has stabilized on his own. </span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span></p> <p style="margin-left: 20px"><span style="color: DarkOrange">Any magical healing a dying character receives will not restore hit points, but instead gives a bonus to the stabilization roll equal to twice the spell level. Successful use of the Heal skill also gives a bonus of +1 to the roll for every full 5 points by which the check result exceeds a DC 15. If the character's Fortitude score plus bonus equals or higher than the current DC, the character stabilizes. </span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span></p> <p style="margin-left: 20px"><span style="color: DarkOrange">A stable character is no longer required to make Fort saves, and is considered disabled. A stable character may regain hit points through rest or magic as normal. Any bonus to stabilization rolls from healing is reset to zero.</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span></p> <p style="margin-left: 20px"><span style="color: DarkOrange">A disabled character may either move or take a standard action. Doing either requires her to make another Fortitude save at the end of her turn, just as if she had taken damage in excess of her current hit points. This is a base DC 10 plus one for a move action, plus 1d6 for a standard action. Each additional round of activity increases the DC by a like amount. Any actual damage the character takes while disabled also adds to the DC.</span></p><p>[D].[/D]</p><p>Also note how it might require the use of heavy-duty healing spells just to keep the character alive, without actually restoring any hit points. </p><p></p><p>So go ahead and whack a character for fifty points of damage. He's got 3 rounds to roll a 20, or hope his friends hit him with enough healing to give him a few more rounds to keep trying...</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4034018, member: 553"] You say you don't like negative hit points? You want staggering, disabled characters more often? Then how about: [D].[/D][INDENT][COLOR=DarkOrange]When a character takes damage in excess of her current hit points, she must immediately make a Fortitude save vs a DC of 10 + (damage in excess of current hit points). A successful save means the character is disabled but conscious. Failure means the character is unconscious and dying. In either case, the character's hit points are reduced to zero. On his turn during subsequent rounds, a dying character must make a stabilization roll. This is another Fortitude save against the original DC. Any additional damage a dying character takes is added to the DC. Three failed rolls indicate the character has died. A natural roll of 20 means the character has stabilized on his own. Any magical healing a dying character receives will not restore hit points, but instead gives a bonus to the stabilization roll equal to twice the spell level. Successful use of the Heal skill also gives a bonus of +1 to the roll for every full 5 points by which the check result exceeds a DC 15. If the character's Fortitude score plus bonus equals or higher than the current DC, the character stabilizes. A stable character is no longer required to make Fort saves, and is considered disabled. A stable character may regain hit points through rest or magic as normal. Any bonus to stabilization rolls from healing is reset to zero. A disabled character may either move or take a standard action. Doing either requires her to make another Fortitude save at the end of her turn, just as if she had taken damage in excess of her current hit points. This is a base DC 10 plus one for a move action, plus 1d6 for a standard action. Each additional round of activity increases the DC by a like amount. Any actual damage the character takes while disabled also adds to the DC.[/COLOR][/INDENT][D].[/D] Also note how it might require the use of heavy-duty healing spells just to keep the character alive, without actually restoring any hit points. So go ahead and whack a character for fifty points of damage. He's got 3 rounds to roll a 20, or hope his friends hit him with enough healing to give him a few more rounds to keep trying... [/QUOTE]
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