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General Tabletop Discussion
*Pathfinder & Starfinder
Hitting the negative HP gap.
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<blockquote data-quote="KarinsDad" data-source="post: 1272791" data-attributes="member: 2011"><p>Aaaarrrrggggghhhhh! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I hate feats as solutions to game mechanics issues since virtually nobody will take the feat and hence, it will not address the issue. I hate feats anyway (because there are so darn many of them).</p><p></p><p></p><p>With regard to the original posters topic, I can understand that at high level, larger damage attacks will result in a greater chance of blowing through all 10 points.</p><p></p><p>However, I do not think that increasing those 10 points is the solution to the problem.</p><p></p><p>In our game, we have two house rules which combined allow us to handle this issue:</p><p></p><p>1) Each character is at -1 to all rolls for each 1/3rd damage s/he is at. In other words, a character with 30 hit points is at -3 at 0 hits, -2 at 1 to 10 hits, -1 at 11 to 20 hits, and -0 at 21 to 30 hit points.</p><p></p><p>Since most PCs attempt to heal up if wounded at all in our game, the chances of getting knocked below zero are less (i.e. they do not get in combat at all if possible if most or all of the players are 33% or more damaged on average).</p><p></p><p>2) Any character below -9 can be healed within one round of "dying" and if the healing gets them to -9 or higher, they do not die.</p><p></p><p>That means that Potions of Cure X Wounds become more important, both to get PCs (and NPCs) out of wounded categories and to keep allies alive.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 1272791, member: 2011"] Aaaarrrrggggghhhhh! ;) I hate feats as solutions to game mechanics issues since virtually nobody will take the feat and hence, it will not address the issue. I hate feats anyway (because there are so darn many of them). With regard to the original posters topic, I can understand that at high level, larger damage attacks will result in a greater chance of blowing through all 10 points. However, I do not think that increasing those 10 points is the solution to the problem. In our game, we have two house rules which combined allow us to handle this issue: 1) Each character is at -1 to all rolls for each 1/3rd damage s/he is at. In other words, a character with 30 hit points is at -3 at 0 hits, -2 at 1 to 10 hits, -1 at 11 to 20 hits, and -0 at 21 to 30 hit points. Since most PCs attempt to heal up if wounded at all in our game, the chances of getting knocked below zero are less (i.e. they do not get in combat at all if possible if most or all of the players are 33% or more damaged on average). 2) Any character below -9 can be healed within one round of "dying" and if the healing gets them to -9 or higher, they do not die. That means that Potions of Cure X Wounds become more important, both to get PCs (and NPCs) out of wounded categories and to keep allies alive. [/QUOTE]
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Hitting the negative HP gap.
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