From a 4E perspective, would you (you all, not only Kunimatyu) agree this is a fair summary of "death flags":
* Normally, you aren't killable. Whenever you fall to minus your bloodied value, fail three death saves, succumb to the final state of disease or monster powers etc etc you simply stay in the Dying state. All other rules apply normally (meaning that you revive at the end of each encounter per the regular rules for Dying).
* The player and DM are encouraged to cooperate in explaining what happened and why "fate" allowed the PC to escape death.
* You can "raise your death flag" enabling your character's death. This gives you 6 bonus Action Points to be used as you please during the day (before the next Extended Rest) - no restrictions (if you're level 11+; you could spend them all to gain six more uses out of your paragon path's action point ability during one and the same round, for example)
* You can "lower your death flag" by spending 6 APs; or you can simply tough it out until you take an extended rest.
* I don't have to add this rule is primarily geared towards campaigns where the Raise Dead ritual is unavailable or at least much more of a Big Deal.
I've actually been wanting to create a very similar system, myself. Do you have a link to a more detailed description?I'm also using Advanced d20 magic, which replaces Vancian casting with a 'roll a saving throw to cast a spell' sort of mechanic. Level 9 spells with no costly components are around DC 51, whereas level 3 spells are DC 30 and level 1 spells are DC 20. You can do various things to get bonuses (using a verbal component is worth +5, using a focus is worth +2, spending a full round action to cast is worth +5, spending XP on the spell or gold or a long time or taking backlash also give bonuses ...). When a spell is cast it causes nonlethal damage to the caster which grows weakly exponentially with the spell level, so it starts at 1d6 for a 1st level spell and gets up to 16d10 in the case of something like Wish. You do need to have the minimum stat of 10+spell level to cast a given spell, and with no stat boosting items and only one +1 from level, that means that someone who wants to cast level 9 spells in this campaign needs to start with at least an 18 in that stat.
I can't see any obvious problems with doing that.* What, if anything, are you unsure about?any thoughts on mixing E6 with the Generic Classes from UA?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.