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General Tabletop Discussion
*Dungeons & Dragons
Last Stand - Revising Death Saves
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<blockquote data-quote="Kobold Stew" data-source="post: 6700864" data-attributes="member: 23484"><p>I've not found that bleeding out is passive for players. One way to make the death saves more dramatic is to have monsters kill unconscious players. A player goes down? An extra clubbing from a bugbear to keep him down will suddenly make players aware that monsters mean business. Any damage causes the failure of one or two death saves, and attacks are made at advantage (doubling the chance of crits, which takes two saves). </p><p></p><p>The first time a monster goes for a player that's down (and who wouldn't in a world with clerics and instant healing spells?), players start thinking a lot more about staying alive.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6700864, member: 23484"] I've not found that bleeding out is passive for players. One way to make the death saves more dramatic is to have monsters kill unconscious players. A player goes down? An extra clubbing from a bugbear to keep him down will suddenly make players aware that monsters mean business. Any damage causes the failure of one or two death saves, and attacks are made at advantage (doubling the chance of crits, which takes two saves). The first time a monster goes for a player that's down (and who wouldn't in a world with clerics and instant healing spells?), players start thinking a lot more about staying alive. [/QUOTE]
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Last Stand - Revising Death Saves
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