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<blockquote data-quote="Velderan" data-source="post: 9180536" data-attributes="member: 7038056"><p>I reread the CRB section to see what it said and I still read it as add your wounded value when you first go unconscious to your starting dying value and then resolve recovery checks per the table which doesn’t mention wounded at all. But I’ve heard the same discussion you mentioned about the new rule just clarifying what the old rule was supposed to be.</p><p></p><p>The new table for resolving recovery checks (posted a few posts above by me for those who don’t have the Player Core book yet) seems pretty straightforward to me. My group has generally not faced a lot of dropping to 0 multiple times a combat and that is definitely what this is setup to prevent. Clear your wounded condition between combats and you’re good. I know there will be times where time between combats might limit the ability to do that, but I guess I’m generous as a GM so far in letting my players largely set the pace of encounters in our current AP Abomination Vaults. Once I decided they made enough noise to get the monsters in the next room to come investigate and another time they made a bad choice that ended up linking two encounters and it resulted in a TPK so the wounded/dying rules wouldn’t have changed the outcome.</p></blockquote><p></p>
[QUOTE="Velderan, post: 9180536, member: 7038056"] I reread the CRB section to see what it said and I still read it as add your wounded value when you first go unconscious to your starting dying value and then resolve recovery checks per the table which doesn’t mention wounded at all. But I’ve heard the same discussion you mentioned about the new rule just clarifying what the old rule was supposed to be. The new table for resolving recovery checks (posted a few posts above by me for those who don’t have the Player Core book yet) seems pretty straightforward to me. My group has generally not faced a lot of dropping to 0 multiple times a combat and that is definitely what this is setup to prevent. Clear your wounded condition between combats and you’re good. I know there will be times where time between combats might limit the ability to do that, but I guess I’m generous as a GM so far in letting my players largely set the pace of encounters in our current AP Abomination Vaults. Once I decided they made enough noise to get the monsters in the next room to come investigate and another time they made a bad choice that ended up linking two encounters and it resulted in a TPK so the wounded/dying rules wouldn’t have changed the outcome. [/QUOTE]
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