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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing negative HP at high levels: feedback?
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<blockquote data-quote="schnee" data-source="post: 1475982" data-attributes="member: 16728"><p>It's odd that characters are so darn hard to kill at lower levels (their negative HP are either close to or 2.5 times greater than their real HP, facing attacks doing d4-d8 damage) but incredibly fragile at higher ones (negative HP a fraction of their real HP, fighting monsters doing 2-4x that value in one swipe). At low levels, it's unlikely someone can be taken from 'conscious' to 'below -10' in one hit. At higher levels, it's almost a given.</p><p></p><p>In other words, low level is 'alive alive <em>dying dying dying dying dying dying</em> <strong>dead</strong>'</p><p>and high level is 'alive alive alive alive <strong>dead</strong>.' Seems to be the opposite of how fantasy heros operate; so many times they're gravely wounded, but never actually die. </p><p></p><p>So, I've added a few house rules to my campaign that I think will fix this: first, characters get their Con HP bonsus to their negative HP; second, they gain 1 extra negative HP every level. </p><p></p><p>Now, before you think I'm going easy on them, I have a third rule. If they receive a blow that sends them to negative HP I won't tell them how much damage it did; they'll just know they're unconscious and dying. Only <em>Death Watch</em> or the like will let them know mechanically what's going on.</p><p></p><p>It should make them a lot harder to kill, but I'm a lot more confident I can use nasty tactics and drop 'em in combats much more freely without killing them. Then, if someone does get taken out, they have no idea how long they have; in a big combat that will definitely increase the drama of the situation. </p><p></p><p>Any feedback? Anyone else tried rules like this before? TIA.</p></blockquote><p></p>
[QUOTE="schnee, post: 1475982, member: 16728"] It's odd that characters are so darn hard to kill at lower levels (their negative HP are either close to or 2.5 times greater than their real HP, facing attacks doing d4-d8 damage) but incredibly fragile at higher ones (negative HP a fraction of their real HP, fighting monsters doing 2-4x that value in one swipe). At low levels, it's unlikely someone can be taken from 'conscious' to 'below -10' in one hit. At higher levels, it's almost a given. In other words, low level is 'alive alive [i]dying dying dying dying dying dying[/i] [b]dead[/b]' and high level is 'alive alive alive alive [b]dead[/b].' Seems to be the opposite of how fantasy heros operate; so many times they're gravely wounded, but never actually die. So, I've added a few house rules to my campaign that I think will fix this: first, characters get their Con HP bonsus to their negative HP; second, they gain 1 extra negative HP every level. Now, before you think I'm going easy on them, I have a third rule. If they receive a blow that sends them to negative HP I won't tell them how much damage it did; they'll just know they're unconscious and dying. Only [i]Death Watch[/i] or the like will let them know mechanically what's going on. It should make them a lot harder to kill, but I'm a lot more confident I can use nasty tactics and drop 'em in combats much more freely without killing them. Then, if someone does get taken out, they have no idea how long they have; in a big combat that will definitely increase the drama of the situation. Any feedback? Anyone else tried rules like this before? TIA. [/QUOTE]
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Fixing negative HP at high levels: feedback?
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