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General Tabletop Discussion
*Pathfinder & Starfinder
Death & Dying - a better (and simple!) system.
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<blockquote data-quote="eamon" data-source="post: 3668533" data-attributes="member: 51942"><p>It seems many people (at least those considering changing the normal dying mechanic) still find this version too complex.</p><p></p><p>The even simpler version does away with the 1/2 neg hitpoints rule and the losing of hitpoints each round to become:</p><p></p><p>Whenever you drop to negative hitpoints, you start dying. A dying character must immediately make a saving throw vs. the DC of his negative hitpoints, or die. For the next three rounds on the initiative count on which he was dropped, the character must repeat the save. If, after these four saving throws the character is still alive, he stabilizes.</p><p></p><p>I'd be careful with the diehard feat removing failure on natural 1, as it makes certain risks very easy to take - for instance, being in melee with an opponent that can't do more than your fort-save bonus in damage at once. I guess it depends on the level your playing at, but my players are mostly in mortal danger when they've just had a bit of bad luck - say; a crit against them, or a spellcaster casting scorching ray and hitting with all rays. Under these circumstances, damage easily exceeds the "natural 1" region (as it should), so it's not like only the most fragile of characters can be so deep in the negative that the save is failed on more than just a natural 1. The diehard feat giving the option of remaining standing remains valuable. If you want to be most close to the original diehard feat, which instantly stabilizes, you can simply let that be the additional benefit - instant stabilization, right after the first saving throw. It is a little boring though, it's true.</p></blockquote><p></p>
[QUOTE="eamon, post: 3668533, member: 51942"] It seems many people (at least those considering changing the normal dying mechanic) still find this version too complex. The even simpler version does away with the 1/2 neg hitpoints rule and the losing of hitpoints each round to become: Whenever you drop to negative hitpoints, you start dying. A dying character must immediately make a saving throw vs. the DC of his negative hitpoints, or die. For the next three rounds on the initiative count on which he was dropped, the character must repeat the save. If, after these four saving throws the character is still alive, he stabilizes. I'd be careful with the diehard feat removing failure on natural 1, as it makes certain risks very easy to take - for instance, being in melee with an opponent that can't do more than your fort-save bonus in damage at once. I guess it depends on the level your playing at, but my players are mostly in mortal danger when they've just had a bit of bad luck - say; a crit against them, or a spellcaster casting scorching ray and hitting with all rays. Under these circumstances, damage easily exceeds the "natural 1" region (as it should), so it's not like only the most fragile of characters can be so deep in the negative that the save is failed on more than just a natural 1. The diehard feat giving the option of remaining standing remains valuable. If you want to be most close to the original diehard feat, which instantly stabilizes, you can simply let that be the additional benefit - instant stabilization, right after the first saving throw. It is a little boring though, it's true. [/QUOTE]
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Death & Dying - a better (and simple!) system.
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