Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Death & Dying - a better (and simple!) system.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DiceGolem" data-source="post: 3667756" data-attributes="member: 53922"><p>I really like your idea, eamon, but I think I'm going to mutilate it a little... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>A death check: Fortitude save vs. death, DC (half of your negative hit points). No success consequences.</p><p></p><p>As a quick example:</p><p>1) A character is dropped to negative hit points and is dying.</p><p>2) The character makes an immediate death check.</p><p>3) The character's initiative count changes to just after his/her attacker. </p><p>4) Not including the first round spent dying, the character makes a death check on his turn.</p><p>5) If the character is still not dead after (a number, say 4) death checks, that character stabalizes naturally.</p><p></p><p>If another character uses the standard action of Heal to stabalize the dying character, the dying character must use the healer's total skill check instead of the normal Fortitude bonus in the next round. Success means stabalization, but a failure forces a normal death check without the aid of the healer's skill. For every 5 the Healing check fails, the dying character also takes 2 damage.</p><p></p><p><em>Edit:</em> As an assumption on my part, and not in my post previously, the damage dealt from the horrifically failed Heal check applies before the second death check. Meaning a bad Heal check increases the DC of the death check required for failing the Heal check.</p><p></p><p>I find it about as simple as death is going to get, and still be viable. I like the idea of the save not scaling up as you go <em>unless</em> your healer royally screws up. The fact that it doesn't normally scale lends to the idea that "dying" doesn't mean "losing hit points," but instead means "viable chance of death."</p><p></p><p>Of course, you could have been killed by a Wounding attack; in which case you're bleeding <em>and</em> dying!</p><p></p><p>I'd choose 4 saves in a row, personally. With the chance to die completely unaided and ignored, as Obergnom calculated, at a nice 19%, it means that players have to make some touch judgement calls as to whether to try and finish the enemy off or take pains to help falled allies. I like it.</p><p></p><p>Like suggested, Diehard would require some reworking:</p><p></p><p></p><p></p><p>The extra damage from a strenuous action may seem extreme, but remember that it doesn't really matter, because only a 1 will result in your character's death. It's really just an arbitrary number of how much damage you'll needed healed after the battle is over, meaning that an over-enthusiastic barbarian may have an angry PC cleric to deal with afterwards.</p><p></p><p>At first I was worried about a powerful spellcaster taking this Diehard and throwing cataclysmic AoE's everywhere, but if a spellcaster is gonna take two feats to do it they might as well enjoy it. With all the Complete books full of useful spellcasting enhancing feats, a Diehard mage would be a good option for, say, a Rage Mage.</p><p></p><p>Thoughts? Suggestions? Anything I missed?</p></blockquote><p></p>
[QUOTE="DiceGolem, post: 3667756, member: 53922"] I really like your idea, eamon, but I think I'm going to mutilate it a little... ;) A death check: Fortitude save vs. death, DC (half of your negative hit points). No success consequences. As a quick example: 1) A character is dropped to negative hit points and is dying. 2) The character makes an immediate death check. 3) The character's initiative count changes to just after his/her attacker. 4) Not including the first round spent dying, the character makes a death check on his turn. 5) If the character is still not dead after (a number, say 4) death checks, that character stabalizes naturally. If another character uses the standard action of Heal to stabalize the dying character, the dying character must use the healer's total skill check instead of the normal Fortitude bonus in the next round. Success means stabalization, but a failure forces a normal death check without the aid of the healer's skill. For every 5 the Healing check fails, the dying character also takes 2 damage. [i]Edit:[/i] As an assumption on my part, and not in my post previously, the damage dealt from the horrifically failed Heal check applies before the second death check. Meaning a bad Heal check increases the DC of the death check required for failing the Heal check. I find it about as simple as death is going to get, and still be viable. I like the idea of the save not scaling up as you go [i]unless[/i] your healer royally screws up. The fact that it doesn't normally scale lends to the idea that "dying" doesn't mean "losing hit points," but instead means "viable chance of death." Of course, you could have been killed by a Wounding attack; in which case you're bleeding [i]and[/i] dying! I'd choose 4 saves in a row, personally. With the chance to die completely unaided and ignored, as Obergnom calculated, at a nice 19%, it means that players have to make some touch judgement calls as to whether to try and finish the enemy off or take pains to help falled allies. I like it. Like suggested, Diehard would require some reworking: The extra damage from a strenuous action may seem extreme, but remember that it doesn't really matter, because only a 1 will result in your character's death. It's really just an arbitrary number of how much damage you'll needed healed after the battle is over, meaning that an over-enthusiastic barbarian may have an angry PC cleric to deal with afterwards. At first I was worried about a powerful spellcaster taking this Diehard and throwing cataclysmic AoE's everywhere, but if a spellcaster is gonna take two feats to do it they might as well enjoy it. With all the Complete books full of useful spellcasting enhancing feats, a Diehard mage would be a good option for, say, a Rage Mage. Thoughts? Suggestions? Anything I missed? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Death & Dying - a better (and simple!) system.
Top