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Death & Dying Idea
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<blockquote data-quote="im_robertb" data-source="post: 4085514" data-attributes="member: 60909"><p>DISCLAIMER: I have no idea how Death & Dying currently works or will work in 4E. The only thing I've seen is the article here: <a href="http://wizards.com/default.asp?x=dnd/drdd/20080201a" target="_blank">http://wizards.com/default.asp?x=dnd/drdd/20080201a</a></p><p></p><p>Here's how I've been running it in some test combats (haven't gotten my PCs together yet):</p><ul> <li data-xf-list-type="ul">Keep track of your negative Hit Point value, in case you are attacked or damaged.</li> <li data-xf-list-type="ul">You die if you reach negative Hit Points equal to your Bloodied value. </li> <li data-xf-list-type="ul">If anything heals you, you return to 0 HP before the healing is applied.</li> <li data-xf-list-type="ul">At the end of your turn, if you haven't been stabilized, roll a d20:<br /> 1-9: You get worse. If you get this result 3 times before being stabilized, you die. (Mark an X on a bit of scrap paper each time).<br /> 10-19: No change.<br /> 20: You stabilize.</li> <li data-xf-list-type="ul">As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered.</li> </ul><p></p><p>Now the thing is, once you're stable, you're not doing anything until someone gets you up, and if the party lacks a cleric/paladin or the cleric/paladin is out of healing powers, no one is going to get you standing. Meaning you do nothing until the fight is over. So here's what I'd add to the above to remedy this, and to add a bit more of a cinematic possibility:</p><ul> <li data-xf-list-type="ul">Once stabilized, you still keep track of how many Xs you've accumulated.</li> <li data-xf-list-type="ul">At the <strong>start</strong> of your turn, if you're still stable, but not conscious, roll a d20:<br /> 1-9: No change.<br /> 10-19: You get better. Remove one of your Xs. If you have no Xs, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered. You can take your Move and Minor actions as normal this round.<br /> 20: Incredible Recovery! Remove all of your Xs and trigger your Second Wind as above if it is available.</li> </ul><p></p><p>I'd consider making the Second Wind trigger as a lesser action, maybe Minor, so that after the orc warrior drops Kathra the Fighter, then advances a bit, takes out Erais the Cleric, and starts in on Skamos the Wizard, it's possible for Kathra to wake up, stand up, and whack the orc from behind.</p><p></p><p>Heck, even better for Rogues.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="im_robertb, post: 4085514, member: 60909"] DISCLAIMER: I have no idea how Death & Dying currently works or will work in 4E. The only thing I've seen is the article here: [url]http://wizards.com/default.asp?x=dnd/drdd/20080201a[/url] Here's how I've been running it in some test combats (haven't gotten my PCs together yet): [list] [*]Keep track of your negative Hit Point value, in case you are attacked or damaged. [*]You die if you reach negative Hit Points equal to your Bloodied value. [*]If anything heals you, you return to 0 HP before the healing is applied. [*]At the end of your turn, if you haven't been stabilized, roll a d20: 1-9: You get worse. If you get this result 3 times before being stabilized, you die. (Mark an X on a bit of scrap paper each time). 10-19: No change. 20: You stabilize. [*]As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered. [/list] Now the thing is, once you're stable, you're not doing anything until someone gets you up, and if the party lacks a cleric/paladin or the cleric/paladin is out of healing powers, no one is going to get you standing. Meaning you do nothing until the fight is over. So here's what I'd add to the above to remedy this, and to add a bit more of a cinematic possibility: [list] [*]Once stabilized, you still keep track of how many Xs you've accumulated. [*]At the [b]start[/b] of your turn, if you're still stable, but not conscious, roll a d20: 1-9: No change. 10-19: You get better. Remove one of your Xs. If you have no Xs, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered. You can take your Move and Minor actions as normal this round. 20: Incredible Recovery! Remove all of your Xs and trigger your Second Wind as above if it is available. [/list] I'd consider making the Second Wind trigger as a lesser action, maybe Minor, so that after the orc warrior drops Kathra the Fighter, then advances a bit, takes out Erais the Cleric, and starts in on Skamos the Wizard, it's possible for Kathra to wake up, stand up, and whack the orc from behind. Heck, even better for Rogues. Thoughts? [/QUOTE]
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