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Dying House Rule
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<blockquote data-quote="Flamestrike" data-source="post: 7107018" data-attributes="member: 6788736"><p>Im playtesting hard mode campaign rules.</p><p></p><p>Dying saving throws being DC 15 but you get to add your Con modifier to the save.</p><p></p><p>You get a level of exhaustion for each failed save.</p><p></p><p>Death is also at 0 and remaining damage is [10 or (1/2 your max HP)] which ever is higher.</p><p></p><p>Resurrection strips a point of Con, which is followed by a DC 5 Con ability check (labelled a Resurrection survival check). Failure = Permadeath. DC 5 keeps the percentage at roughly AD&Ds % chance. I was going to use the old % numbers for an Old school feel.</p><p></p><p>Did I mention that I also multiplied the material component costs for the resurrection spells by a factor of 10.</p><p></p><p>Its also 3d6 in order for stats.</p><p></p><p>Its evil.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7107018, member: 6788736"] Im playtesting hard mode campaign rules. Dying saving throws being DC 15 but you get to add your Con modifier to the save. You get a level of exhaustion for each failed save. Death is also at 0 and remaining damage is [10 or (1/2 your max HP)] which ever is higher. Resurrection strips a point of Con, which is followed by a DC 5 Con ability check (labelled a Resurrection survival check). Failure = Permadeath. DC 5 keeps the percentage at roughly AD&Ds % chance. I was going to use the old % numbers for an Old school feel. Did I mention that I also multiplied the material component costs for the resurrection spells by a factor of 10. Its also 3d6 in order for stats. Its evil. [/QUOTE]
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