OK have run a lot of 4th now including a 20 hour session this weekend (home brew) and we still had a few issues with dying I would love to have WOTC answer for KotS that I will run later:
A) ok when at 0 or less, you roll a 9 or less and you get a death "mark", three and your out. 10-19 you don;t get worse, don;t get better. But for a 20 what happens? Have like 4 different written options from the various sources I have found:
1) Nothing special happens, no death mark is gained.
2) If you have not used your second wind, you can and you
jump to a quater of your hitpoints (PHBlite).
3) You stablize (can not remember the source).
4) You jump to a 4th of your health as if you used a healing surge.
I have used 4 since it was the first I had seen and it has made the game the most exciting (more "WOOT!" heard from this rule then any other and keeps players whose characters are down "in the game"). However, knowing the offical rule would be great.
B) Temp hit points and negatives. So your at -1 and bleeding and get 2 temp are you:
1) still unconscious but can take 2 points before going further into
negatives. you roll for death each round.
2) up at 1 hit point (you gained 2 so you go up two as though
healed 2).
3) conscious at 2 hit points, but still bleeding to death since your
real hit points are negative.
4) at 2 hit points, as temps (in this case temps are considered
healing) and always start at 0 (this also makes the at-will
sacred flame massively powerful).
I have used 3 for whatever reason.
c) As for C but you are at -8 when you get the 2 hit points.
1) still unconscious but can take 2 points before going further into
negatives. you roll for death each round.
2) up at -6 hit points (you gained 2 so you go up two as though
healed 2).
3) conscious at 2 hit points, but still bleeding to death since your
real hit points are negative.
4) at 2 hit points, as temps (in this case temps are considered
healing) and always start at 0 (this also makes the at-will
sacred flame massively powerful).
I again have used 3.
Anyone know the official ruling on these?
Thanks,
Ken
A) ok when at 0 or less, you roll a 9 or less and you get a death "mark", three and your out. 10-19 you don;t get worse, don;t get better. But for a 20 what happens? Have like 4 different written options from the various sources I have found:
1) Nothing special happens, no death mark is gained.
2) If you have not used your second wind, you can and you
jump to a quater of your hitpoints (PHBlite).
3) You stablize (can not remember the source).
4) You jump to a 4th of your health as if you used a healing surge.
I have used 4 since it was the first I had seen and it has made the game the most exciting (more "WOOT!" heard from this rule then any other and keeps players whose characters are down "in the game"). However, knowing the offical rule would be great.
B) Temp hit points and negatives. So your at -1 and bleeding and get 2 temp are you:
1) still unconscious but can take 2 points before going further into
negatives. you roll for death each round.
2) up at 1 hit point (you gained 2 so you go up two as though
healed 2).
3) conscious at 2 hit points, but still bleeding to death since your
real hit points are negative.
4) at 2 hit points, as temps (in this case temps are considered
healing) and always start at 0 (this also makes the at-will
sacred flame massively powerful).
I have used 3 for whatever reason.
c) As for C but you are at -8 when you get the 2 hit points.
1) still unconscious but can take 2 points before going further into
negatives. you roll for death each round.
2) up at -6 hit points (you gained 2 so you go up two as though
healed 2).
3) conscious at 2 hit points, but still bleeding to death since your
real hit points are negative.
4) at 2 hit points, as temps (in this case temps are considered
healing) and always start at 0 (this also makes the at-will
sacred flame massively powerful).
I again have used 3.
Anyone know the official ruling on these?
Thanks,
Ken