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Does anyone DIE in D&D Next: Stabilization Problems
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<blockquote data-quote="Wyckedemus" data-source="post: 6235165" data-attributes="member: 1079"><p><strong>Death saves</strong></p><p></p><p>We have certainly seen deaths. Usually when the circumstances are more dire and exciting. Though I think that it is more deadly than some might expect, however DMs find ways to spare the heroes so it doesn't mess up the story.</p><p></p><p>I believe the current rule is pretty darn good, actually. However there are many scenarios where it is deadly.</p><p></p><p>Sometimes your allies can't get to you and all you have are your own Death Saves. If you or your allies are prone, held, magically sleeping, or in webs, or if you fall off a cliff, or are swallowed by a monster... these are all barriers to being brought back.</p><p></p><p>A DC 10 Wisdom check to stabilize or DC 10 Saving throw is not as automatic as some might infer.</p><p></p><p>Roll a 1 on a Death Save? 2 Failures. Owch. </p><p></p><p>Every time you take damage, whether from a weapon, spell, or ongoing hazard, you get a Death Save failure. (Imagine being pulled down by a bunch of kobolds. If one attack drops you to 0, 3 more hits (from attacks made with advantage now that you're helpless) kill you outright. Or if you're near a stinking cloud or wall of fire, you'll start racking up the failures.</p><p></p><p>Once dying, a particularly vicious enemy can just use an action to coup to grace.</p><p></p><p>Even if Spare the Dying is used and you stand up, if you take the heat from a hard-hitting bad guy again, that 1 hit point puts you in danger of getting killed outright if the excess damage is as much as your max hit points.</p><p></p><p>Despite all these dangers, I like that healers and other allies can be useful and use their precious actions to bring you back into the fight. </p><p></p><p>... in my opinion.</p></blockquote><p></p>
[QUOTE="Wyckedemus, post: 6235165, member: 1079"] [b]Death saves[/b] We have certainly seen deaths. Usually when the circumstances are more dire and exciting. Though I think that it is more deadly than some might expect, however DMs find ways to spare the heroes so it doesn't mess up the story. I believe the current rule is pretty darn good, actually. However there are many scenarios where it is deadly. Sometimes your allies can't get to you and all you have are your own Death Saves. If you or your allies are prone, held, magically sleeping, or in webs, or if you fall off a cliff, or are swallowed by a monster... these are all barriers to being brought back. A DC 10 Wisdom check to stabilize or DC 10 Saving throw is not as automatic as some might infer. Roll a 1 on a Death Save? 2 Failures. Owch. Every time you take damage, whether from a weapon, spell, or ongoing hazard, you get a Death Save failure. (Imagine being pulled down by a bunch of kobolds. If one attack drops you to 0, 3 more hits (from attacks made with advantage now that you're helpless) kill you outright. Or if you're near a stinking cloud or wall of fire, you'll start racking up the failures. Once dying, a particularly vicious enemy can just use an action to coup to grace. Even if Spare the Dying is used and you stand up, if you take the heat from a hard-hitting bad guy again, that 1 hit point puts you in danger of getting killed outright if the excess damage is as much as your max hit points. Despite all these dangers, I like that healers and other allies can be useful and use their precious actions to bring you back into the fight. ... in my opinion. [/QUOTE]
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