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<blockquote data-quote="baradtgnome" data-source="post: 5507491" data-attributes="member: 2722"><p>I can see where you are looking for a certain 'cinematic' feel to the wounded, dying & deaths door status - and that variable negative does not fit your model. However, we use a variable model to counter the instant death that higher level monsters are capable of doing when characters HPs are very low. We use -10 or 1/3 of HPs. Stealing a style from 4E there is a roll every round to see if you become stabilized, stay the same or get worse. Three get worse results and you are dead - gives variability so the party has some urgency to stabilize down characters. Once stabilized there is a simple fortitude roll per round to regain consciousness - and could take partial actions. Magical curing brings back to 0 HPs then adds the cure amount. Some combination of gamism & a little cinema; though not as much as yours. The primary fix was to avoid near guaranteed death when you are at 1 HP and the monster you are facing is averaging more than 10 points of damage per hit.</p><p></p><p>This should be less of a problem for Jester if his monsters scale on par with the character HP progression.</p></blockquote><p></p>
[QUOTE="baradtgnome, post: 5507491, member: 2722"] I can see where you are looking for a certain 'cinematic' feel to the wounded, dying & deaths door status - and that variable negative does not fit your model. However, we use a variable model to counter the instant death that higher level monsters are capable of doing when characters HPs are very low. We use -10 or 1/3 of HPs. Stealing a style from 4E there is a roll every round to see if you become stabilized, stay the same or get worse. Three get worse results and you are dead - gives variability so the party has some urgency to stabilize down characters. Once stabilized there is a simple fortitude roll per round to regain consciousness - and could take partial actions. Magical curing brings back to 0 HPs then adds the cure amount. Some combination of gamism & a little cinema; though not as much as yours. The primary fix was to avoid near guaranteed death when you are at 1 HP and the monster you are facing is averaging more than 10 points of damage per hit. This should be less of a problem for Jester if his monsters scale on par with the character HP progression. [/QUOTE]
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