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Death and Dying
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<blockquote data-quote="dm4hire" data-source="post: 4136091" data-attributes="member: 14848"><p>I agree Deus. Death is never straight forward and people die every day from wounds they should not have died from. Those that get autopsied are usually found to have died from complications related to their wounds, i.e. had heart problems and the lack of blood allowed it to fail finally since it couldn't maintain the pressure it need for the flaw to not be a problem. I ruled that if you fail your roll you bleed from whatever wound sent you under, 10-19 is a stabilize, and 20 is the second wind. However I think I am going to change that after thinking about it and reading this thread as there really isn't a fear to death with the stabilize aspect. I mainly did that to not scare off everyone testing it.</p><p></p><p>I'm think a good approach and a little more frightening, if not very realistic check, would be like this:</p><p></p><p>1-9 Fail - You bleed taking damage equal to the base die of the damage that sent your character under zero. Third fail character dies.</p><p>10-19 Low blood loss meaning the character only loses one hit point.</p><p>20 Your Character Stabilizes and may use a second wind if one is available.</p><p></p><p>Using the previous example modified to reflect the paladin getting hit by an attack doing 2d6+3 for 7 damage putting him at -3 out of his -13. Base die is a d6.</p><p></p><p>Round 1 - roll a 7, first failure (roll d6 = -4 + -3 = -7)</p><p>Round 2 - roll a 16 still one failure but bleeds (-1 + -7 = -8)</p><p>Round 3 - roll a 2, second failure Player sweats (roll d6 = -2 + -8 = -10)</p><p>Round 4 - roll a 13, still two failures but bleeds (-1 + -10 = -11)</p><p>Round 5 - roll a 19, still two failures but bleeds (-1 + -11 = -12)</p><p>Round 6 - roll a 20, stabilize no second wind left (no more damage rolling)</p><p></p><p>This actually gets quite deadly for 1st level characters but balances out the higher you go if you look at just the first 10 levels for a fighter getting 7 hps a level.</p><p></p><p>Lvl HP Blood/Death -</p><p>1 27 13</p><p>2 34 17</p><p>3 41 20</p><p>4 48 24</p><p>5 55 27</p><p>6 62 31</p><p>7 69 34</p><p>8 76 38</p><p>9 83 41</p><p>10 90 45</p><p></p><p>So to be fair to 1st level characters I might just make it a d4 and keep it that way until 5th then switch to base die damage as shown. Maybe at Paragon, but definitely at Epic, I will have it be the character continues taking damage last dealt as by then hit points will be far up there. That will depend upon how the damage ratio works out at Epic tier not to mention mobs that most likely do continuing damage. A level 30 fighter will have at least 236 hit points with a blood/death of 118.</p><p></p><p>I will play with it awhile and see how it goes, worse case I just throw it out.</p></blockquote><p></p>
[QUOTE="dm4hire, post: 4136091, member: 14848"] I agree Deus. Death is never straight forward and people die every day from wounds they should not have died from. Those that get autopsied are usually found to have died from complications related to their wounds, i.e. had heart problems and the lack of blood allowed it to fail finally since it couldn't maintain the pressure it need for the flaw to not be a problem. I ruled that if you fail your roll you bleed from whatever wound sent you under, 10-19 is a stabilize, and 20 is the second wind. However I think I am going to change that after thinking about it and reading this thread as there really isn't a fear to death with the stabilize aspect. I mainly did that to not scare off everyone testing it. I'm think a good approach and a little more frightening, if not very realistic check, would be like this: 1-9 Fail - You bleed taking damage equal to the base die of the damage that sent your character under zero. Third fail character dies. 10-19 Low blood loss meaning the character only loses one hit point. 20 Your Character Stabilizes and may use a second wind if one is available. Using the previous example modified to reflect the paladin getting hit by an attack doing 2d6+3 for 7 damage putting him at -3 out of his -13. Base die is a d6. Round 1 - roll a 7, first failure (roll d6 = -4 + -3 = -7) Round 2 - roll a 16 still one failure but bleeds (-1 + -7 = -8) Round 3 - roll a 2, second failure Player sweats (roll d6 = -2 + -8 = -10) Round 4 - roll a 13, still two failures but bleeds (-1 + -10 = -11) Round 5 - roll a 19, still two failures but bleeds (-1 + -11 = -12) Round 6 - roll a 20, stabilize no second wind left (no more damage rolling) This actually gets quite deadly for 1st level characters but balances out the higher you go if you look at just the first 10 levels for a fighter getting 7 hps a level. Lvl HP Blood/Death - 1 27 13 2 34 17 3 41 20 4 48 24 5 55 27 6 62 31 7 69 34 8 76 38 9 83 41 10 90 45 So to be fair to 1st level characters I might just make it a d4 and keep it that way until 5th then switch to base die damage as shown. Maybe at Paragon, but definitely at Epic, I will have it be the character continues taking damage last dealt as by then hit points will be far up there. That will depend upon how the damage ratio works out at Epic tier not to mention mobs that most likely do continuing damage. A level 30 fighter will have at least 236 hit points with a blood/death of 118. I will play with it awhile and see how it goes, worse case I just throw it out. [/QUOTE]
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