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New Article: Death and Dying
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<blockquote data-quote="Toryx" data-source="post: 4032986" data-attributes="member: 56441"><p>I've always played enemies as following the same -10 death rule as the PCs, and I like it that way. I like being able to find a dying bad guy and bring him back to question. I like the possibility of a particularly irritating enemy getting the crap kicked out of him and then somehow pulling himself away from death and getting away. That makes the next confrontation more exciting and raises the stakes (particularly if he comes back with more levels and better magic items).</p><p></p><p>Bringing villains into the campaign who are every bit as determined to live and are tough to put down just raises the game to a higher level for me. Removing that and making them dead as soon as they drop to 0 is simply unappealing to me.</p><p></p><p>From the other posts, however, it seems I'm in the minority there. Oh well.</p><p></p><p>As far the Nat 20 stabilize and heal bit, I hope that's not entirely the case in reality. I'd rather a downed pc who rolls a 20 getting a chance to use a second wind to pop himself back up. From the sounds of it, that'll never bring the guy back to the bloodied threshold, but at least it'll get him back on his feet. </p><p></p><p>And the 11-19 roll being no change? Love it. Getting knocked down to dying will actually mean something and yet give your allies a chance to save your butt. Works for me.</p></blockquote><p></p>
[QUOTE="Toryx, post: 4032986, member: 56441"] I've always played enemies as following the same -10 death rule as the PCs, and I like it that way. I like being able to find a dying bad guy and bring him back to question. I like the possibility of a particularly irritating enemy getting the crap kicked out of him and then somehow pulling himself away from death and getting away. That makes the next confrontation more exciting and raises the stakes (particularly if he comes back with more levels and better magic items). Bringing villains into the campaign who are every bit as determined to live and are tough to put down just raises the game to a higher level for me. Removing that and making them dead as soon as they drop to 0 is simply unappealing to me. From the other posts, however, it seems I'm in the minority there. Oh well. As far the Nat 20 stabilize and heal bit, I hope that's not entirely the case in reality. I'd rather a downed pc who rolls a 20 getting a chance to use a second wind to pop himself back up. From the sounds of it, that'll never bring the guy back to the bloodied threshold, but at least it'll get him back on his feet. And the 11-19 roll being no change? Love it. Getting knocked down to dying will actually mean something and yet give your allies a chance to save your butt. Works for me. [/QUOTE]
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