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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9358230" data-attributes="member: 32075"><p>The "bleeding out" or "death saving throw" rules: If a player-character is reduced to zero hit points or less (but not negative enough for instant death) then the player decides if and when the character dies. (And the GM does likewise in the case of NPCs). The character may die at once, linger just long enough for a dying speech, or cling to life long enough to recover - which may be days if the recovery is by natural healing. </p><p></p><p>Experience point awards: I use free-form, end-of-session awards that vary by maybe +/-25% each session from the base award but that don't change based on character level. My preference is that low-level characters should advance rapidly, mid-level characters should advance slowly, and high-level characters should advance glacially. </p><p></p><p>Point buy: I like point buy - but only for other RPG systems, not D&D. And I really dislike the "official" point buy options offered for D&D. I've settled on my own hybrid dice-and-points system, designed to avoid "every character must have a dump stat" and to allow the occasional fluke <em>high</em> ability score. (If you want to play a barbarian and the diced part of ability score generation gives you INT 17 - then you can play a barbarian with INT 17.)</p><p></p><p>My natural inclination is to write lots of house rules. Lots and lots and lots... But recently I've been making myself keep that tendency down to a dull roar.</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9358230, member: 32075"] The "bleeding out" or "death saving throw" rules: If a player-character is reduced to zero hit points or less (but not negative enough for instant death) then the player decides if and when the character dies. (And the GM does likewise in the case of NPCs). The character may die at once, linger just long enough for a dying speech, or cling to life long enough to recover - which may be days if the recovery is by natural healing. Experience point awards: I use free-form, end-of-session awards that vary by maybe +/-25% each session from the base award but that don't change based on character level. My preference is that low-level characters should advance rapidly, mid-level characters should advance slowly, and high-level characters should advance glacially. Point buy: I like point buy - but only for other RPG systems, not D&D. And I really dislike the "official" point buy options offered for D&D. I've settled on my own hybrid dice-and-points system, designed to avoid "every character must have a dump stat" and to allow the occasional fluke [I]high[/I] ability score. (If you want to play a barbarian and the diced part of ability score generation gives you INT 17 - then you can play a barbarian with INT 17.) My natural inclination is to write lots of house rules. Lots and lots and lots... But recently I've been making myself keep that tendency down to a dull roar. [/QUOTE]
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