jimmytheccomic
First Post
So, in case anyone is interested, while doing my final Tomb prep today I decided today how I'm going to handle characters getting knocked to 0 HP by a trap.
My initial thought was that hitting 0 HP from a trap would cause instant death. But, I've decided it's a bit more fun to preserve some sort of death save mechanic- those tend to be exciting moments, and there's not a ton of opportunities for dice rolling during this dungeon in general. But, I do want Tomb to feel more deadly than normal.
So, a few adjustments due to the Tombs curse:
-One failed death save = death, but it still requires 3 successes to be stabilized.
-When a PC hits 0, the players instantly make a death save
-If that save is a success, initiative is rolled to determine if another character is able to stabilize the PC before they have to roll again.
I think this should keep things pretty tense, while also making the players feel like they've got a shot.
My initial thought was that hitting 0 HP from a trap would cause instant death. But, I've decided it's a bit more fun to preserve some sort of death save mechanic- those tend to be exciting moments, and there's not a ton of opportunities for dice rolling during this dungeon in general. But, I do want Tomb to feel more deadly than normal.
So, a few adjustments due to the Tombs curse:
-One failed death save = death, but it still requires 3 successes to be stabilized.
-When a PC hits 0, the players instantly make a death save
-If that save is a success, initiative is rolled to determine if another character is able to stabilize the PC before they have to roll again.
I think this should keep things pretty tense, while also making the players feel like they've got a shot.