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<blockquote data-quote="The Crimson Binome" data-source="post: 7107663" data-attributes="member: 6775031"><p>Part of that can be addressed on the player end. Once you know that unconsciousness means you're down for a long time, it gives more incentive to avoid falling unconscious, which makes it much less likely to happen. To contrast, many players find that the default rules actually <em>incentivize</em> falling unconscious, since extra damage against you is ignored and the action economy means you lose nothing in the exchange. Taken to a more extreme case, the old rules where a new character would come in at level 1 would provide <em>extreme</em> incentive to avoid character death, which encouraged players to become more invested in their own survival.</p><p></p><p>On a more practical note, if falling unconscious put your character out of action for eight hours, then nine-times-out-of-ten would just mean that the party retreats and suffers whatever sort of loss is associated with not continuing on for the day. It's not terribly likely that the whole group will just keep going like normal, while one player is sidelined.</p><p></p><p>Death at zero was the base rule in AD&D (2E, at least). Death's Door - where you can stay alive until negative ten, but you're super messed up until you can rest for a week - was an optional rule which was extremely popular. (Critical hits were another optional rule which was strangely popular.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7107663, member: 6775031"] Part of that can be addressed on the player end. Once you know that unconsciousness means you're down for a long time, it gives more incentive to avoid falling unconscious, which makes it much less likely to happen. To contrast, many players find that the default rules actually [I]incentivize[/I] falling unconscious, since extra damage against you is ignored and the action economy means you lose nothing in the exchange. Taken to a more extreme case, the old rules where a new character would come in at level 1 would provide [I]extreme[/I] incentive to avoid character death, which encouraged players to become more invested in their own survival. On a more practical note, if falling unconscious put your character out of action for eight hours, then nine-times-out-of-ten would just mean that the party retreats and suffers whatever sort of loss is associated with not continuing on for the day. It's not terribly likely that the whole group will just keep going like normal, while one player is sidelined. Death at zero was the base rule in AD&D (2E, at least). Death's Door - where you can stay alive until negative ten, but you're super messed up until you can rest for a week - was an optional rule which was extremely popular. (Critical hits were another optional rule which was strangely popular.) [/QUOTE]
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