Death and Dying

Connorsrpg

Adventurer
Playtested 4E the other night.

Had great fun, but we had a stumbling block on the death stuff.

3 failed saves = death. That's OK, but do you stabilize if you pass a roll? ie Do you have to keep making rolls until you pass one, or is it when you pass one then you are OK and don;t need to keep making these saves.

We used the latter...as the other way everyone would eventually die if there was no one else around to help them, but from what we had it was not clear.

Others' use of this?
 

log in or register to remove this ad

If you roll the 20, you spend a surge and wake up, but otherwise, no, I don't believe you stabilize. You either get lucky and wake up, get help, or bleed out.
 

Pretty sure it is like this.

1-9: You get worse (3 of these and you are toast)
10-19: No change in condition
20: stabilize (pop second wind if still available)
 

Mouseferatu said:
If you roll the 20, you spend a surge and wake up, but otherwise, no, I don't believe you stabilize. You either get lucky and wake up, get help, or bleed out.


Ari,

Maybe you can clarify something. From the DDXP reports it sounds like the death and dying rules have changed from roll a 20 and spend a healing surge for 1/4 hit points to roll a 20 and auto-stabilize but remain unconscious. Can you shed any light? Of course I understand with the NDA you may not be at liberty.
 

Where did you see it reported as other than 'you become conscious on a 20'? - which I am assuming is related to the '20 removes bad effects' aspect of a standard saving throw. Most of the reports I have seen still seem to indicate that is the case.

I have seen some people wondering whether you end up at 1 hp or at 1/4 of your hit points, and I think that is some residual confusion from the original description of the rules. That is, I don't believe the 'one-quarter of your hit points on a 20' is a part of the 4E rules.

It was given as part of the "Try It Now" rules for implementing a similar system in 3E, where the players don't have healing surges.


I suspect in 4E, you become conscious at 1 hp and can then burn a healing surge to end up at one-quarter of your hit points, but the roll of a 20 is only putting you at that 1 hp. So if you are out of healing surges, you stay at 1 hp until someone else heals you some more.

It is also possible that if you don't have a healing surge/ second wind available, you stay 'negative', but stabilize I suppose. Which might explain a report of not 'popping up' on a 20, if you saw one.

Just my guess, of course.

Carl
 
Last edited:

eleran said:
Ari,

Maybe you can clarify something. From the DDXP reports it sounds like the death and dying rules have changed from roll a 20 and spend a healing surge for 1/4 hit points to roll a 20 and auto-stabilize but remain unconscious. Can you shed any light? Of course I understand with the NDA you may not be at liberty.

I can say that if such a change has been made, I'm not aware of it. That doesn't prove anything, of course, but there it is.
 


Syrsuro said:
Where did you see it reported as other than 'you become conscious on a 20'? - which I am assuming is related to the '20 removes bad effects' aspect of a standard saving throw. Most of the reports I have seen still seem to indicate that is the case.

I have seen some people wondering whether you end up at 1 hp or at 1/4 of your hit points, and I think that is some residual confusion from the original description of the rules. That is, I don't believe the 'one-quarter of your hit points on a 20' is a part of the 4E rules.

It was given as part of the "Try It Now" rules for implementing a similar system in 3E, where the players don't have healing surges.


I suspect in 4E, you become conscious at 1 hp and can then burn a healing surge to end up at one-quarter of your hit points, but the roll of a 20 is only putting you at that 1 hp. So if you are out of healing surges, you stay at 1 hp until someone else heals you some more.

It is also possible that if you don't have a healing surge/ second wind available, you stay 'negative', but stabilize I suppose. Which might explain a report of not 'popping up' on a 20, if you saw one.

Just my guess, of course.

Carl


I wish I could find it again, but somewhere I ran across a report, I am thinking from DDXP, where someone rolled a 20 and remained unconscious but stabilized. It is also possible all that LDS in the 70s is causing hallucinations.

I guess I will find out on May 21 when my copy of KotS arrives at my doorstep.
 

eleran said:
I wish I could find it again, but somewhere I ran across a report, I am thinking from DDXP, where someone rolled a 20 and remained unconscious but stabilized. It is also possible all that LDS in the 70s is causing hallucinations.

I guess I will find out on May 21 when my copy of KotS arrives at my doorstep.
I also seem to recall an early report saying a 20 spent the Second Wind if available, but it's possible we're mixing up the Heal rules with the "dying on the floor" rules. IIRC a success on Heal will trigger the dying PC's Second Wind if it's available.

Oh, and doing too much LDS? Sounds like you should be off looking for Nuclear Wessels. :)
 


Remove ads

Top