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General Tabletop Discussion
*Dungeons & Dragons
I hate death saves. Propose your solution.
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<blockquote data-quote="5ekyu" data-source="post: 7462486" data-attributes="member: 6919838"><p>Tbh i would not implement a dead at 0 or any dead at die roll event in my games that did not include time to intervene by others. </p><p></p><p>To me "joe is dead" does not generate challenge or drama during an encounter the way "Joe is dying and at death's door unless we save him" does. </p><p></p><p>Both carry the pathos of losing Joe or the cost of raising him after, but the death's doir adds to that the need to divert resources or actions pdq that affects the play of the fight. </p><p></p><p>I dislike direct dice to death results.</p><p></p><p>That said, if i were to implement 0 hp is dead, not sure what needs "solving". You want to apply direct dice to dead so, why mitigate that?</p><p></p><p>I would hope there were additional defensive and restorative options in play...</p><p></p><p>1 no crits for npcs hitting pcs (maybe none at all) this is not unheard of at all - letting crits be a pc thing. At the very least limit crits to "boss" npcs, not minions.</p><p></p><p>2 i like in general the idea of adding racial HD and background HD at first level so that PCs will start at three maxed HD. That gives them a higher degree of one shot or lucky shot proofing at tier 1 and will vanish into the background later.</p><p></p><p>3 perhaps the dodge maneuver should allow "spend reaction for half damage on any damage taken" to further enable a defensive shift to help protect you. Uncanny dodge still remains good as class feature since it does not require dodge.</p><p></p><p>4 perhaps spending inspiration could enable burning hd either at moment of 0 hp or during combat as a means for last gasp or come back.</p><p></p><p>5 i would definitely hope to allow spending hd in combat (or out) anytime you get healing done - to boost the healing received by burning your own HD resource without rests.</p><p></p><p>So, basically, to mitigate the hard dice driven cut off at zero, add all sorts of protections with bigger initial buffer and enhanced and empowered in combat preventative options.</p><p></p><p>While i do use some of these anyway, i still remain opposed to direct dice to dead mechanics so this is not endorsement, just suggestions.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7462486, member: 6919838"] Tbh i would not implement a dead at 0 or any dead at die roll event in my games that did not include time to intervene by others. To me "joe is dead" does not generate challenge or drama during an encounter the way "Joe is dying and at death's door unless we save him" does. Both carry the pathos of losing Joe or the cost of raising him after, but the death's doir adds to that the need to divert resources or actions pdq that affects the play of the fight. I dislike direct dice to death results. That said, if i were to implement 0 hp is dead, not sure what needs "solving". You want to apply direct dice to dead so, why mitigate that? I would hope there were additional defensive and restorative options in play... 1 no crits for npcs hitting pcs (maybe none at all) this is not unheard of at all - letting crits be a pc thing. At the very least limit crits to "boss" npcs, not minions. 2 i like in general the idea of adding racial HD and background HD at first level so that PCs will start at three maxed HD. That gives them a higher degree of one shot or lucky shot proofing at tier 1 and will vanish into the background later. 3 perhaps the dodge maneuver should allow "spend reaction for half damage on any damage taken" to further enable a defensive shift to help protect you. Uncanny dodge still remains good as class feature since it does not require dodge. 4 perhaps spending inspiration could enable burning hd either at moment of 0 hp or during combat as a means for last gasp or come back. 5 i would definitely hope to allow spending hd in combat (or out) anytime you get healing done - to boost the healing received by burning your own HD resource without rests. So, basically, to mitigate the hard dice driven cut off at zero, add all sorts of protections with bigger initial buffer and enhanced and empowered in combat preventative options. While i do use some of these anyway, i still remain opposed to direct dice to dead mechanics so this is not endorsement, just suggestions. [/QUOTE]
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I hate death saves. Propose your solution.
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