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*Pathfinder & Starfinder
Longer dying: more negative HP before death
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<blockquote data-quote="Celebrim" data-source="post: 3291877" data-attributes="member: 4937"><p>IMy own house rules take it in the other direction.</p><p></p><p>Your dead if your hitpoints reach -10 + <size AC modifier>. (Yes, that means size small adventurers are dead at -9, they also take massive damage more easily but gain a few other advantages like reduced maximum falling damage). Your dying if you are between that and zero. If you are dying, you may make a DC 15 + 1/hit point below 0 Fort save to stay conscious. If you do, you are treated as disabled. You must make another save every time you take damage. You are disabled if you are zero hit points. You are staggered if you are between 0 hitpoints and 10% your maximum hitpoints (round fractions down). </p><p></p><p>Disabled and staggered come up fairly often. </p><p></p><p>When dying your chance of stablizing is CON%. Unconscious stablized characters have a CON% - <hit points below zero> chance each hour of waking up. (Note that this rule makes a long term 'coma' possible.) When either stable or disabled your chance of starting to heal is CON% per day.</p><p></p><p>Because of all the magical healing PC's can sling around, those last rules don't come up all that often but I like them because they better model my expectations about long term injury.</p><p></p><p>The following house feats are available.</p><p></p><p>Toughness (General)</p><p>You're tougher than normal.</p><p>Benefit: You add 3 + your base Fort save to your maximum hit points.</p><p>Note: You may not take this feat multiple times.</p><p></p><p>Hard to Kill (General)</p><p>You just won’t stay dead.</p><p>Prerequisite: Toughness</p><p>Benefit: You do not die until you are at -10 + character level + your size modifier hit points. Furthermore, you have twice the usual chance of stabilizing and recovering when below 0 hit points.</p><p>Normal: You die when you reach -10 hit points + your size modifier. Your chance of stabilizing or recovering is (your CON)%.</p><p>Special: You may take this feat at first level as a Trait, even if you do not meet the prerequisite.</p><p></p><p>Down but not Out (General)</p><p>Your will keeps you in the fight even when your strength has failed you.</p><p>Prerequisite: Iron Will, Toughness</p><p>Benefit: When dying, you have an additional +6 bonus on saves to remain conscious. If you are staggered or disabled and not yet at negative hitpoints, you may make a DC 15 Fort save to avoid the effects being staggered or disabled. You must make a new saving throw each time you take additional damage. </p><p></p><p>If you start giving away all this stuff, what am I going to do for flavorful feats?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3291877, member: 4937"] IMy own house rules take it in the other direction. Your dead if your hitpoints reach -10 + <size AC modifier>. (Yes, that means size small adventurers are dead at -9, they also take massive damage more easily but gain a few other advantages like reduced maximum falling damage). Your dying if you are between that and zero. If you are dying, you may make a DC 15 + 1/hit point below 0 Fort save to stay conscious. If you do, you are treated as disabled. You must make another save every time you take damage. You are disabled if you are zero hit points. You are staggered if you are between 0 hitpoints and 10% your maximum hitpoints (round fractions down). Disabled and staggered come up fairly often. When dying your chance of stablizing is CON%. Unconscious stablized characters have a CON% - <hit points below zero> chance each hour of waking up. (Note that this rule makes a long term 'coma' possible.) When either stable or disabled your chance of starting to heal is CON% per day. Because of all the magical healing PC's can sling around, those last rules don't come up all that often but I like them because they better model my expectations about long term injury. The following house feats are available. Toughness (General) You're tougher than normal. Benefit: You add 3 + your base Fort save to your maximum hit points. Note: You may not take this feat multiple times. Hard to Kill (General) You just won’t stay dead. Prerequisite: Toughness Benefit: You do not die until you are at -10 + character level + your size modifier hit points. Furthermore, you have twice the usual chance of stabilizing and recovering when below 0 hit points. Normal: You die when you reach -10 hit points + your size modifier. Your chance of stabilizing or recovering is (your CON)%. Special: You may take this feat at first level as a Trait, even if you do not meet the prerequisite. Down but not Out (General) Your will keeps you in the fight even when your strength has failed you. Prerequisite: Iron Will, Toughness Benefit: When dying, you have an additional +6 bonus on saves to remain conscious. If you are staggered or disabled and not yet at negative hitpoints, you may make a DC 15 Fort save to avoid the effects being staggered or disabled. You must make a new saving throw each time you take additional damage. If you start giving away all this stuff, what am I going to do for flavorful feats? [/QUOTE]
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Longer dying: more negative HP before death
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