MarauderX
Explorer
As the PCs get into higher levels, the encounters they face start dishing out more damage. Sometimes they will take 4 blows for 50 HP each, and few of them could survive it, suddenly dropping from full HP to well below -10 in moments.
Instead, I am looking at extending the number of negative HP before dying. Each PC below zero would still be dying, loosing -1 HP per round. Instead of -10 being the limit, the PC would have a negative range equal to their positive range of HP. For example, a barbarian with 213 HP without raging would have a -213 range before dying, and a wizard with 12 HP would die at -12. Take away stabilization unless someone with a healer kit comes to help. And even then the heal check DC might be higher depending on how negative the target is, or perhaps multiple heal checks might have to be made to stop the bleeding.
This helps a number of things with the game's mechanics.
Insta-death spells like Disintegrate would be used less often. Clerics would have a chance to be healed once they are knocked down to dying. Barbarians don't suffer the chance of death when their rage ends while they are still alive and active. Spells like Deathwatch and Death Knell become more useful. Clerics would have a better chance to get to a dying character, and don't have to worry about taking blame for getting into combat a little. Coup-de-grace's would be used more often to finish off peons and other foes instead of just wading through them to get to the BBEG cleric that has mass cures.
Would it mean less PC death? Yes, of course. But it would also work the other way too. Bad guys have the ability to bounce back into a fight with a little healing. Where you dropped a foe on the battlefield becomes important again. Killing would be a much more deliberate act, and grudges would develope from someone killing another with malice or purpose.
Has anyone seen a system with something like this or tried it yourself?
Instead, I am looking at extending the number of negative HP before dying. Each PC below zero would still be dying, loosing -1 HP per round. Instead of -10 being the limit, the PC would have a negative range equal to their positive range of HP. For example, a barbarian with 213 HP without raging would have a -213 range before dying, and a wizard with 12 HP would die at -12. Take away stabilization unless someone with a healer kit comes to help. And even then the heal check DC might be higher depending on how negative the target is, or perhaps multiple heal checks might have to be made to stop the bleeding.
This helps a number of things with the game's mechanics.
Insta-death spells like Disintegrate would be used less often. Clerics would have a chance to be healed once they are knocked down to dying. Barbarians don't suffer the chance of death when their rage ends while they are still alive and active. Spells like Deathwatch and Death Knell become more useful. Clerics would have a better chance to get to a dying character, and don't have to worry about taking blame for getting into combat a little. Coup-de-grace's would be used more often to finish off peons and other foes instead of just wading through them to get to the BBEG cleric that has mass cures.
Would it mean less PC death? Yes, of course. But it would also work the other way too. Bad guys have the ability to bounce back into a fight with a little healing. Where you dropped a foe on the battlefield becomes important again. Killing would be a much more deliberate act, and grudges would develope from someone killing another with malice or purpose.
Has anyone seen a system with something like this or tried it yourself?