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*Pathfinder & Starfinder
Less death, more "dying"
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<blockquote data-quote="Yesminde" data-source="post: 3674329" data-attributes="member: 54072"><p>Why even have negative HP at all? Any number you use requires tracking by someone. Here's a system I came up with on the fly that uses no immediate tracking:</p><p></p><p>1. If the blow that would drop you to 0 HP is a crit, you are dead, end of discussion.</p><p>2. If it's not a crit, make a fort save vs. damage done. If you make it, you're still conscious and disabled, if not, you're dying and unconscious.</p><p>3. Strenous activity while disabled = dying (the Diehard feat would enable you to make a fort save DC 20 to remain conscious while dying, which would stack better with Endurance because Endurance would give you a +4 to this save)</p><p>5. Dying characters must make another fort save in 5 minutes (DC 20) and either stabilize or die. Endurance feat would add to this roll as well.</p><p></p><p>Alternate extra dying Heal rules:</p><p></p><p>1. A successful Heal check DC 10 can stabilize a passed out character, meaning that they don't have to make a fort save to stay alive, and a DC 20 check can restore a passed out person to disabled but conscious.</p><p>2. Disabled people only heal when they are left to rest peacefully. After each day of peaceful rest, they make a fort save DC 20 - days of rest (can be replaced by a Heal check) to recover from disabled. Once they recover, they regain hit points normally. (This could probably be modified in various ways to account for various states of convalescene.) </p><p></p><p></p><p>Why I think this is a useful method:</p><p></p><p>It has a rule to deal with instant death (crits)</p><p>It can handle such real-life situations as a desperately injured person driving himself to the emergency room (or in D&D, figuring some non-strenuous way to get on a horse then letting the horse take him to civilization)</p><p>It makes the Diehard and Endurance feats actually quite useful.</p><p>Heal makes more sense to me this way.</p></blockquote><p></p>
[QUOTE="Yesminde, post: 3674329, member: 54072"] Why even have negative HP at all? Any number you use requires tracking by someone. Here's a system I came up with on the fly that uses no immediate tracking: 1. If the blow that would drop you to 0 HP is a crit, you are dead, end of discussion. 2. If it's not a crit, make a fort save vs. damage done. If you make it, you're still conscious and disabled, if not, you're dying and unconscious. 3. Strenous activity while disabled = dying (the Diehard feat would enable you to make a fort save DC 20 to remain conscious while dying, which would stack better with Endurance because Endurance would give you a +4 to this save) 5. Dying characters must make another fort save in 5 minutes (DC 20) and either stabilize or die. Endurance feat would add to this roll as well. Alternate extra dying Heal rules: 1. A successful Heal check DC 10 can stabilize a passed out character, meaning that they don't have to make a fort save to stay alive, and a DC 20 check can restore a passed out person to disabled but conscious. 2. Disabled people only heal when they are left to rest peacefully. After each day of peaceful rest, they make a fort save DC 20 - days of rest (can be replaced by a Heal check) to recover from disabled. Once they recover, they regain hit points normally. (This could probably be modified in various ways to account for various states of convalescene.) Why I think this is a useful method: It has a rule to deal with instant death (crits) It can handle such real-life situations as a desperately injured person driving himself to the emergency room (or in D&D, figuring some non-strenuous way to get on a horse then letting the horse take him to civilization) It makes the Diehard and Endurance feats actually quite useful. Heal makes more sense to me this way. [/QUOTE]
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