D&D 5E Has anyone tried Negative HP = Con score = dead?

If you want something like the OP is suggesting, go with the suggested half/max HP equal dead.

However...doesn't this already exist in the rules? If you are dealt enough damage to drop you to where you would be negative to your current hit points, you die?

No, it's negative equal to your MAX hp.
 

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Thanks for all the replies so far, there's been some good points made.

I feel like the current -max HP & 3 death saves makes PCs dieing too rare. In our couple of campaigns so far, we have had no deaths (but we have had injuries, which we roll for at zero hp).

I quite like the -ve half max HP idea, although I feel like that would still be too generous at higher levels (eg: fighter with 200HP, so -100 to die -... is that ever really going to be a serious risk?)

I suppose once you start tracking -ve HP, that all by itself might be enough to avoid whack-a-mole style play- it eliminates the incentive to drop to zero then heal. You might as well heal while above zero, because there is no free damage soak at zero hp, and your PC might lose a round or two while at zero.

Hmmm. Maybe that is the simplest solution? Do others already employ this approach?
 

Yes, and it's working very well. Basically, you're redefining the HP anchor point which changes some of the PC behavior. And CapnZap mentions some good additional insight. Anyway, it's working nicely with my group and they take combat and tactics a little more seriously. (It doesn't detract from the fun).
 

Thanks for all the replies so far, there's been some good points made.

I feel like the current -max HP & 3 death saves makes PCs dieing too rare. In our couple of campaigns so far, we have had no deaths (but we have had injuries, which we roll for at zero hp).

I sound there is one major thing that determins if the curent save death system is deadly or not.
This is if monsters are aware of it and magical healing existing in the world.

If creatures are aware that a enemy they knocked down can just get up again if healing is used, and becomes a treath again when he gets up.
Creatures are much more likly to make sure a enemy is dead using atacks to add failed saves ( note that atacks made within 5 feet against a uncouncious creature are crits and count as 2 failed saves)
So if you go down, and there are some enemies between when you went down and when the next players turn is the chance is big they just sink enough attacks into your unconsious character to kill you.

On the other hand if creatures just ignore players that go down the chance of death is a lot lower.
 

We play since the start with this kind of house rule :
when you are -1 hp or less, you loose 1 hp/round
you die at a value that is (contitution+level)

it works very wall and we like that but ...
you must house rule other things like medecine ( medecine roll = 17 => you regain 7 hp )
and feat...

If you read french, evry house rules are here : http://manu-jdr.fr/5e_3_royaume_pj.php
 

Thanks for all the replies so far, there's been some good points made.

I feel like the current -max HP & 3 death saves makes PCs dieing too rare. In our couple of campaigns so far, we have had no deaths (but we have had injuries, which we roll for at zero hp).

I quite like the -ve half max HP idea, although I feel like that would still be too generous at higher levels (eg: fighter with 200HP, so -100 to die -... is that ever really going to be a serious risk?)

I suppose once you start tracking -ve HP, that all by itself might be enough to avoid whack-a-mole style play- it eliminates the incentive to drop to zero then heal. You might as well heal while above zero, because there is no free damage soak at zero hp, and your PC might lose a round or two while at zero.

Hmmm. Maybe that is the simplest solution? Do others already employ this approach?

Then hit the downed creature with an attack. Boom, instant 2 failed death saves. And they can only fail 3 total before being dead dead, so even if they get back up they have to be careful not to go down again.
 

And they can only fail 3 total before being dead dead, so even if they get back up they have to be careful not to go down again.
That's not what the rules say, but it works if that is what you are going for.

Rules say stabilizing or regaining HP resets both the success and failure count to zero.
 

That's not what the rules say, but it works if that is what you are going for.

Rules say stabilizing or regaining HP resets both the success and failure count to zero.

My bad, I remembered that they didn't have to be consecutive but not when they reset.

Might I then suggest having them reset after a short or long rest?
 


Yeah I dont really find the "attack the downed guy" a good solution. Magic is supposed to be rare. I dont believe most monsters would attack the downed guy just in case his friends have magic to heal him (well, maybe after seeing it happen mid-combat, but in that case, whack-a-mole has already occurred). Whack-a-mole still works in this scenario, but it's more risky, which is something, but I'd rather just negate the incentive completely.
 

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