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General Tabletop Discussion
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I hate death saves. Propose your solution.
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<blockquote data-quote="Waterbizkit" data-source="post: 7462571" data-attributes="member: 6802604"><p>I like the idea of expending HD as a resource outside of using them during rests and I've also never been a fan of tracking negative hit points. So that said, something like this may be a tad over simplistic, but still provide some tension during combat: </p><p></p><p>When a character is reduced to zero hit points, excess damage won't matter because we're not tracking negatives remember, they die instantly <em>unless</em> they spend a single HD. If they do they regain hit points as normal when doing so. Now the hit points gained from a single roll isn't likely to amount to much, but that's the point. Round by round the character will likely continue burning through a clearly finite resource, which allows them time to decide whether to stay and risk death or flee.</p><p></p><p>Likewise this will mean more thought has to be put into whether or not HD are spent on healing during a rest, since the more used during a rest leaves fewer available in combat.</p><p></p><p>Now, this isn't a rule I use nor is it anything I tested or spent more than a few minutes considering really. Just throwing an idea out there to see if it interests others or maybe leads to something more refined than I've got the time for at the moment.</p></blockquote><p></p>
[QUOTE="Waterbizkit, post: 7462571, member: 6802604"] I like the idea of expending HD as a resource outside of using them during rests and I've also never been a fan of tracking negative hit points. So that said, something like this may be a tad over simplistic, but still provide some tension during combat: When a character is reduced to zero hit points, excess damage won't matter because we're not tracking negatives remember, they die instantly [i]unless[/i] they spend a single HD. If they do they regain hit points as normal when doing so. Now the hit points gained from a single roll isn't likely to amount to much, but that's the point. Round by round the character will likely continue burning through a clearly finite resource, which allows them time to decide whether to stay and risk death or flee. Likewise this will mean more thought has to be put into whether or not HD are spent on healing during a rest, since the more used during a rest leaves fewer available in combat. Now, this isn't a rule I use nor is it anything I tested or spent more than a few minutes considering really. Just throwing an idea out there to see if it interests others or maybe leads to something more refined than I've got the time for at the moment. [/QUOTE]
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I hate death saves. Propose your solution.
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