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House rule for Going below 0 hp and get up again with a good berry or a healing
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<blockquote data-quote="5ekyu" data-source="post: 7526335" data-attributes="member: 6919838"><p>*if* I were going to go down this route (I think it's not good play myself) I would not key it to going to zero (random evrnt) but to failing a second death save FDS2.</p><p></p><p>FDS2 requires that time pass and a roll get failed which will typically mean there us a high pressure short window of time for others to intervene. That creates drama and choices.</p><p></p><p>Putting some penalties to occur immediately on zero just makes getting the unlucky crit to zero worse but doesn't shift drama at all beyond starting a death spiral that's likely to lead to more PC death or more "rests".</p><p></p><p>My preference are things which make for "hot tag" moments in the longer fights where a small mini-struggle can ensue.</p><p></p><p>It's kind of like a fumble in football (US) or an onside kick. A very short skirmish to get the ball is exciting. So would be the need to avoid the FDS penalty. </p><p></p><p>but a penalty that happens at zero would be like a NFL rule that when you fumbled as soon as it hit the ground it was end of play turnover.</p><p></p><p>You could make it happen on one failed death save FDS1 but init order might screw that drams.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7526335, member: 6919838"] *if* I were going to go down this route (I think it's not good play myself) I would not key it to going to zero (random evrnt) but to failing a second death save FDS2. FDS2 requires that time pass and a roll get failed which will typically mean there us a high pressure short window of time for others to intervene. That creates drama and choices. Putting some penalties to occur immediately on zero just makes getting the unlucky crit to zero worse but doesn't shift drama at all beyond starting a death spiral that's likely to lead to more PC death or more "rests". My preference are things which make for "hot tag" moments in the longer fights where a small mini-struggle can ensue. It's kind of like a fumble in football (US) or an onside kick. A very short skirmish to get the ball is exciting. So would be the need to avoid the FDS penalty. but a penalty that happens at zero would be like a NFL rule that when you fumbled as soon as it hit the ground it was end of play turnover. You could make it happen on one failed death save FDS1 but init order might screw that drams. [/QUOTE]
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House rule for Going below 0 hp and get up again with a good berry or a healing
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