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*Pathfinder & Starfinder
Death & Dying - a better (and simple!) system.
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<blockquote data-quote="eamon" data-source="post: 5043462" data-attributes="member: 51942"><p>In the base RAW system, a first level character has a very large HP buffer. He will almost never die due to a single strike of a normal monster since the 10 hp "buffer" is larger that the average strike.</p><p></p><p>By contrast, by level 10 and higher, each strike deals so much damage that the chance of actually hitting a number between 0 and -10 are very very low. The more HP you have, the less likely the entire rule system is likely to be invoked in the first place. So, there's this anachronistic system in a d20 game which works with an entirely different mechanic that only ever kicks in under the rarest of circumstances as levels rise. Particularly ridiculous is the situation at precisely 0 hitpoints - that's truly unlikely to ever matter.</p><p></p><p>The, if per RAW you know the amount of negative hitpoints you have, you can rest secure for generally several rounds - you have 0% chance of dying and eventually 100%. Even if you don't know the amount of negative hitpoints (your allies, say), then the chance of someone dying is generally quite low (10%) and since 3e combats are <em>fast</em>, that means that it's often OK to ignore fallen allies quite safely. Especially if you know the player well, and you instinctively recognize real danger from a close call.</p><p></p><p>So... if I'd try to match the chance of dying in this system with the RAW system; well, then I'd import RAW's whole problem. Rather, I tried to simplify RAW: no more anachronistic non-d20 stuff, and appropriate level scaling so that the probability of death makes sense across a wider level range (and higher hitpoint tanks with higher fort saves are safer than wimpy wizards). Also, I wanted to ensure that <em>no-one</em> is ever really safe; you always need to try to save characters that drop.</p><p></p><p>So, unaided, the chance of surviving is somewhere between 0% and 75%, depending on the amount of damage and your fort save.</p></blockquote><p></p>
[QUOTE="eamon, post: 5043462, member: 51942"] In the base RAW system, a first level character has a very large HP buffer. He will almost never die due to a single strike of a normal monster since the 10 hp "buffer" is larger that the average strike. By contrast, by level 10 and higher, each strike deals so much damage that the chance of actually hitting a number between 0 and -10 are very very low. The more HP you have, the less likely the entire rule system is likely to be invoked in the first place. So, there's this anachronistic system in a d20 game which works with an entirely different mechanic that only ever kicks in under the rarest of circumstances as levels rise. Particularly ridiculous is the situation at precisely 0 hitpoints - that's truly unlikely to ever matter. The, if per RAW you know the amount of negative hitpoints you have, you can rest secure for generally several rounds - you have 0% chance of dying and eventually 100%. Even if you don't know the amount of negative hitpoints (your allies, say), then the chance of someone dying is generally quite low (10%) and since 3e combats are [i]fast[/i], that means that it's often OK to ignore fallen allies quite safely. Especially if you know the player well, and you instinctively recognize real danger from a close call. So... if I'd try to match the chance of dying in this system with the RAW system; well, then I'd import RAW's whole problem. Rather, I tried to simplify RAW: no more anachronistic non-d20 stuff, and appropriate level scaling so that the probability of death makes sense across a wider level range (and higher hitpoint tanks with higher fort saves are safer than wimpy wizards). Also, I wanted to ensure that [i]no-one[/i] is ever really safe; you always need to try to save characters that drop. So, unaided, the chance of surviving is somewhere between 0% and 75%, depending on the amount of damage and your fort save. [/QUOTE]
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