Plane Sailing
Astral Admin - Mwahahaha!
We have some excellent rules (which are the only house rules to be used in every single DMs campaign in our group). I think they will do the trick for you.
Expanded death and dying rules
Rule
1) A character is 'disabled' from 0hp down to '-level' hp.
2) A character is 'dying' after '-level' hp and down to -(Con + level) hp.
Examples
A 1st level fighter with Con 12 is disabled at 0 or -1hp, dying at -2 down to -13hp and dead after that.
A 13th level rogue with Con 15 is disabled at 0 to -13 hp, dying at -14 down to -28hp and dead after that.
Rationale
1) At higher levels it is increasingly common that the standard 10hp dying buffer is blown straight through in one hit. The expanded dying range means that it is more likely that the same kind of 'rescue the downed PC' activities can come into play at high levels as at low levels.
2) The 'disabled' rules are really nice... only take one action a round, if it is strenuous (a standard action rather than a move/ME action?) you lose 1hp after completing the action. They give lots of interesting opportunities for the specially heroic to make last ditch efforts to escape/pull the lever/sacrifice themselves for their mates. The standard rules have it rarely coming into play, since it is only on *exactly* 0hp. This expanded rules means that more heroic (aka higher level) characters also get more opportunity to perform heroic actions while on deaths doorstep.
Try it - you'll like it
Expanded death and dying rules
Rule
1) A character is 'disabled' from 0hp down to '-level' hp.
2) A character is 'dying' after '-level' hp and down to -(Con + level) hp.
Examples
A 1st level fighter with Con 12 is disabled at 0 or -1hp, dying at -2 down to -13hp and dead after that.
A 13th level rogue with Con 15 is disabled at 0 to -13 hp, dying at -14 down to -28hp and dead after that.
Rationale
1) At higher levels it is increasingly common that the standard 10hp dying buffer is blown straight through in one hit. The expanded dying range means that it is more likely that the same kind of 'rescue the downed PC' activities can come into play at high levels as at low levels.
2) The 'disabled' rules are really nice... only take one action a round, if it is strenuous (a standard action rather than a move/ME action?) you lose 1hp after completing the action. They give lots of interesting opportunities for the specially heroic to make last ditch efforts to escape/pull the lever/sacrifice themselves for their mates. The standard rules have it rarely coming into play, since it is only on *exactly* 0hp. This expanded rules means that more heroic (aka higher level) characters also get more opportunity to perform heroic actions while on deaths doorstep.
Try it - you'll like it
