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*Pathfinder & Starfinder
Death & Dying - a better (and simple!) system.
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<blockquote data-quote="Noumenon" data-source="post: 5043660" data-attributes="member: 70102"><p>It's in his sig, that made it seem current (compared to reaching a thread with Google, then you expect that it's old). I knew I'd get an answer if I posted. Besides, my question uncovered some very relevant information for someone deciding whether to use this rule or not:</p><p></p><p></p><p></p><p>Now I know what effect implementing the system will have. I could tell I liked the mechanic better than death saves, but now I know whether it will make death more or less likely. By replacing a system that is easy on low-level characters but doesn't help high-level, it should make low-level characters die more and high-level characters die less. With a secondary effect of making everyone die less because they will be more careful about hitting negative HP.</p><p></p><p>Since I don't want life to get more deadly for low-level characters, maybe I could phase this system in by using it just when it's needed most -- when you going below -10 in one hit. Then I could make the Fort save equal to negative HP, like some people wanted, because it would still be less deadly than the outright death from the RAW.</p><p></p><p>Conceptually, I am convinced that the old system is as weird as eamon says it is, I just don't want to replace it with a system that has major effects on whether my players die or not.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5043660, member: 70102"] It's in his sig, that made it seem current (compared to reaching a thread with Google, then you expect that it's old). I knew I'd get an answer if I posted. Besides, my question uncovered some very relevant information for someone deciding whether to use this rule or not: Now I know what effect implementing the system will have. I could tell I liked the mechanic better than death saves, but now I know whether it will make death more or less likely. By replacing a system that is easy on low-level characters but doesn't help high-level, it should make low-level characters die more and high-level characters die less. With a secondary effect of making everyone die less because they will be more careful about hitting negative HP. Since I don't want life to get more deadly for low-level characters, maybe I could phase this system in by using it just when it's needed most -- when you going below -10 in one hit. Then I could make the Fort save equal to negative HP, like some people wanted, because it would still be less deadly than the outright death from the RAW. Conceptually, I am convinced that the old system is as weird as eamon says it is, I just don't want to replace it with a system that has major effects on whether my players die or not. [/QUOTE]
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