I don't know, maybe someone familiar with the DDM can explain this. But I tend to the assumption that the bonus to Saves helps you in all cases. It is, for all intents and purposes, a system with multiple degrees of success. DC: 10 stay alive, DC 20 get better. Failure: get closer to death...Anthtriel said:It only applies to heroes, and it's a lot harsher than my personal "You die only when you want to"-rule, so it's fine by me. It's certainly nothing you could rely on. Even if you get a bonus to saving throws from somewhere, you still only recover on a natural 20, right?
Irda Ranger said:Wow, a better than one-in-four chance of spontaneous recovery? Does that seem high to anyone?
*Facepalm*TwinBahamut said:The interesting thing about the new dying mechanic is that it makes it incredibly obvious how the "slow petrification" mechanic mentioned regarding Beholders is going to work, or any other kind of "it slowly kills you outright" effect. Such effects can use the exact same condition worsening/no change/recovery rules, essentially inflicting the dying effect on the player without necessarily tying it to unconsciousness or negative hitpoints.
I like it a lot. No save or die, but still a risk of instant death.
TwinBahamut said:"slow petrification"
Make of it what you wish.When semi-important critter goes negative, roll 1d20.
- If the roll came up 1-5, that's how many rounds until the critter recovers.
- If the rall came up 6-20, divide the result by 2. That's how many rounds until the critter dies.
TwinBahamut said:The interesting thing about the new dying mechanic is that it makes it incredibly obvious how the "slow petrification" mechanic mentioned regarding Beholders is going to work, or any other kind of "it slowly kills you outright" effect. Such effects can use the exact same condition worsening/no change/recovery rules, essentially inflicting the dying effect on the player without necessarily tying it to unconsciousness or negative hitpoints.