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Do You Think Spare the Dying is a Problem?
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<blockquote data-quote="DMZ2112" data-source="post: 6254692" data-attributes="member: 78752"><p>I am surprisingly okay with the idea of a ruleset that minimizes the possibility of death as a consequence of routine combat. Death in those circumstances is almost always more disruptive than it is meaningful, and while I do prefer a less "heroic" style to my D&D, I do like PC death to bear weight.</p><p></p><p>I would much rather see a game where the unconsciousness to death threshold is very high than a game where the consciousness to unconsciousness threshold is very high.</p><p></p><p>Personally I like this oldie but goodie:</p><p></p><p>- Incapacitated at 0 HP, Dying at -1 HP, Dead at (negative Con score) HP</p><p>- Dying characters make a DC 10 Con save every round or lose 1 HP</p><p></p><p>Simple to explain, simple to execute. I'll probably keep Spare the Dying as a swift cantrip but limit it to stabilizing rather than healing to 1 HP. This is in line with my attitude about the healer's kit, which is that it should be a full round action to stabilize unless the user has proficiency, in which case it's a standard action.</p><p></p><p>I think a tough random encounter ought to end with PCs on the floor, but if they can't get up again it's a logistical nightmare.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6254692, member: 78752"] I am surprisingly okay with the idea of a ruleset that minimizes the possibility of death as a consequence of routine combat. Death in those circumstances is almost always more disruptive than it is meaningful, and while I do prefer a less "heroic" style to my D&D, I do like PC death to bear weight. I would much rather see a game where the unconsciousness to death threshold is very high than a game where the consciousness to unconsciousness threshold is very high. Personally I like this oldie but goodie: - Incapacitated at 0 HP, Dying at -1 HP, Dead at (negative Con score) HP - Dying characters make a DC 10 Con save every round or lose 1 HP Simple to explain, simple to execute. I'll probably keep Spare the Dying as a swift cantrip but limit it to stabilizing rather than healing to 1 HP. This is in line with my attitude about the healer's kit, which is that it should be a full round action to stabilize unless the user has proficiency, in which case it's a standard action. I think a tough random encounter ought to end with PCs on the floor, but if they can't get up again it's a logistical nightmare. [/QUOTE]
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Do You Think Spare the Dying is a Problem?
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