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Death's Door [Optional rule]
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<blockquote data-quote="Frostmarrow" data-source="post: 8863" data-attributes="member: 1122"><p>So, IRL you don't sustain brain-damage until after 4 minutes? Cool. However, in order to revive someone you need highly trained medical staff and 21st century technology? This is not available in the medieval world of D&D-fantasy. I agree that six seconds is a bit tight but perhaps I should explain my purposes of the Death Door Optional rule from a DM point of view.</p><p></p><p>When a member of the party dies the player's initial reaction is to sigh and let everybody know he is dead. If he's simply unconscious the rest of the party will know. So if he is unconscious the party cleric will come running in the hopes of saving the character. On the other hand if he is dead the cleric will use his time elsewhere. I know this is meta-gaming and that perhaps players should know better. However, I think it's easier to tweak the rules than to teach adults.</p><p></p><p>Now, if one uses my suggestion the cleric (or anyone else for that matter) will always have a reason to go check up on a fallen comrade. Because even if he is dead there might be a chance to save him. Moreover, it gives the player who just had his favorite character killed a sense of closure. "I'm dead but there is still hope... still hope ...nah. Ouch - I'm DEAD!" Plus, everybody, player's and DM, knows he died at the very same time. It silly that the dead guy is the first to know, don't you think?</p><p></p><p>I want people to die at -10 hp because I think that by and large it works fine. However, I like my players to feel in control of the game, even at dire moments such as these. If you simply die when you reach -10 hp the game comes to an anti-climax. But, by allowing a revival attempt to be staged under certain circumstances you add excitement to the game.</p><p></p><p>I don't want death to always be delayed in this way because sometimes you decapite your opponent or in other ways harm someone beyond saving. That is why I don't like the idea of making the character officially die after exactly one round. So, sometimes you hit a victim so hard that his soul is literally thrown out of the body in a very sudden way. When this happens you might feel obliged to describe the gory details.</p><p></p><p>It's dangerous to draw AOOs. If one uses my rule above it becomes even more dangerous. So if a badly wounded character takes his chances to quaff a potion he is more likely to die than if he was defending himself. I think this makes sense. Also, the rule doesn't change the way things are per the core rules. If for example you died at -20 hp or if it took a full round to die it would be a favored tactic to quaff a potion at the last possible moment whilst still in melee. However, by the core rules it's extremely dangerous and I want to keep it that way.</p><p></p><p>O well, I'm ranting. I'll get back to you on sunday and report how it worked out. -Pardon, what if no one dies, I hear you ask? I assure you someone always does...</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 8863, member: 1122"] So, IRL you don't sustain brain-damage until after 4 minutes? Cool. However, in order to revive someone you need highly trained medical staff and 21st century technology? This is not available in the medieval world of D&D-fantasy. I agree that six seconds is a bit tight but perhaps I should explain my purposes of the Death Door Optional rule from a DM point of view. When a member of the party dies the player's initial reaction is to sigh and let everybody know he is dead. If he's simply unconscious the rest of the party will know. So if he is unconscious the party cleric will come running in the hopes of saving the character. On the other hand if he is dead the cleric will use his time elsewhere. I know this is meta-gaming and that perhaps players should know better. However, I think it's easier to tweak the rules than to teach adults. Now, if one uses my suggestion the cleric (or anyone else for that matter) will always have a reason to go check up on a fallen comrade. Because even if he is dead there might be a chance to save him. Moreover, it gives the player who just had his favorite character killed a sense of closure. "I'm dead but there is still hope... still hope ...nah. Ouch - I'm DEAD!" Plus, everybody, player's and DM, knows he died at the very same time. It silly that the dead guy is the first to know, don't you think? I want people to die at -10 hp because I think that by and large it works fine. However, I like my players to feel in control of the game, even at dire moments such as these. If you simply die when you reach -10 hp the game comes to an anti-climax. But, by allowing a revival attempt to be staged under certain circumstances you add excitement to the game. I don't want death to always be delayed in this way because sometimes you decapite your opponent or in other ways harm someone beyond saving. That is why I don't like the idea of making the character officially die after exactly one round. So, sometimes you hit a victim so hard that his soul is literally thrown out of the body in a very sudden way. When this happens you might feel obliged to describe the gory details. It's dangerous to draw AOOs. If one uses my rule above it becomes even more dangerous. So if a badly wounded character takes his chances to quaff a potion he is more likely to die than if he was defending himself. I think this makes sense. Also, the rule doesn't change the way things are per the core rules. If for example you died at -20 hp or if it took a full round to die it would be a favored tactic to quaff a potion at the last possible moment whilst still in melee. However, by the core rules it's extremely dangerous and I want to keep it that way. O well, I'm ranting. I'll get back to you on sunday and report how it worked out. -Pardon, what if no one dies, I hear you ask? I assure you someone always does... [/QUOTE]
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