MonkeyBoy said:
DND medical aid kicks RL's ass, every single time
Not to say that D&D's remove disease is a panacea that can cure any disease, whereas RL's cures are always specific to one particular type of microbs and become less and less powerful as time pass and microbs adapt (so, for example, given that we feed cattle with huge amounts of antibiotics to kill the "less productive" of the intestine bacterias to make the beast digest "better" and grow faster -- it's true -- we help the creation of mutant bacterias that will be resistant to every remedy we have against them. This could lead us back to situation like in the dark age, when lots of diseases were death sentences. All that to brings more cash in a few person's wallets.). AIDS would be a very benign disease in D&D, since you have plenty of time to remove it before you begin to be really sick. Cancer ? Stone disease ? Rage ? Leucemia ? Mucoviscidosis ? Alzeimer ? A
remove disease and it's gone ! From the rare and ugly to the common, one spell fit all and cure everything 100% of times !
******
As for the dying rules, it's not directly related to this one, but don't you find that peaple agonize to quickly, and that healing is too fast also ? Myself, I would propose a stabilization check every (10 + Con modifier) rounds, rather than every rounds, and have healing a wounded with a Heal check be a 1 minute (10 rounds) long action. This would be worse for low Con character who could die while they're being healed, and better for the stout tough guys than the standard rules. For average constitution, the length of Healing check / length of agony ratio don't change. And this allow to have people still dying even after the end of a battle.
More directly to the point, what would you think of this rule for Death's Door:
When a character is reduced to -10 or lower, he must make a Fortitude save (DC like for a Death from Massive Damage check (even if that creature is immune to death from massive damage)). If the save is successful, the character agonizes for 1 minute (ten full rounds) before dying. If the save is failed, the character dies instantly. This rule use the above house rule for stabilization time, without it replace by 1 full round if you don't use the previous house-rule. An agonizing character can be put back to -9 and stabilized with a successful Heal check (DC 35) or a Heal spell. In the latter case, the character don't regain all hit points as usual, but instead is put back to -1 hit point and stabilized.
Edit: And oh, "agonizing" is a new condition, worse than dying, in which a character is when his hit point counter is at -10. It is possible to perform a coup de grace as a free action on an agonizing character (a mere kick in the wound is more than enough), and the agonizing character don't get the usual Fortitude save (can you say "overkill" ?).