Fanaelialae
Legend
IMO, it sounds like a death curve is functionally just a death spiral that's graded. It's still a death spiral though.
Personally, I don't much care for death spirals. They disincentivize players from engaging with the combat system, the closer the character is to death (HP already does this, but death spirals add a significant additional incentive to avoid dangerous situations if you're at or near the threshold to begin spiraling). I would much rather see a system that changes how players engage with combat as their characters approach death, rather than acting entirely as a disincentive. I'll refer to this as a Death Balance mechanic (despite it sounding like a butter substitute that gives you high cholesterol).
A simplistic death spiral mechanic might be that you suffer -10 movement and disadvantage on all rolls, once you hit 50% HP. This makes it more likely that such a character will die, since the movement penalty makes it more difficult to withdraw, and disadvantage makes it more difficult to win.
A death balance mechanic could be implemented in numerous ways.
For example, say that you want to encourage players to run away when low on health. A simplistic approach, based on the sample death spiral above, would be upon reaching 50% HP the character gains +10 movement, but has disadvantage on all rolls except those related to escaping combat. (Explain it as adrenaline, or however you prefer.)
Alternately, you could come up with multiple such mechanics, and let the player choose the one they feel applies best to their character. For example, the fighter might decide that his character goes on the defensive, suffering disadvantage on attacks, but enemies also suffer disadvantage to attack him. Whereas the barbarian chooses to deal double damage, but suffers double damage in return.
Personally, I don't much care for death spirals. They disincentivize players from engaging with the combat system, the closer the character is to death (HP already does this, but death spirals add a significant additional incentive to avoid dangerous situations if you're at or near the threshold to begin spiraling). I would much rather see a system that changes how players engage with combat as their characters approach death, rather than acting entirely as a disincentive. I'll refer to this as a Death Balance mechanic (despite it sounding like a butter substitute that gives you high cholesterol).
A simplistic death spiral mechanic might be that you suffer -10 movement and disadvantage on all rolls, once you hit 50% HP. This makes it more likely that such a character will die, since the movement penalty makes it more difficult to withdraw, and disadvantage makes it more difficult to win.
A death balance mechanic could be implemented in numerous ways.
For example, say that you want to encourage players to run away when low on health. A simplistic approach, based on the sample death spiral above, would be upon reaching 50% HP the character gains +10 movement, but has disadvantage on all rolls except those related to escaping combat. (Explain it as adrenaline, or however you prefer.)
Alternately, you could come up with multiple such mechanics, and let the player choose the one they feel applies best to their character. For example, the fighter might decide that his character goes on the defensive, suffering disadvantage on attacks, but enemies also suffer disadvantage to attack him. Whereas the barbarian chooses to deal double damage, but suffers double damage in return.