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RAISE DEAD: get rid of it and make D&D better
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<blockquote data-quote="Remathilis" data-source="post: 3695585" data-attributes="member: 7635"><p>To do that, you'd need to first of all remove ALL save-or-die effects. Goodbye Slay Living, etc. After that, I'd recommend Saga's Death and & Dying rules.</p><p></p><p>You have hp, but you also have a threshold (= to your fort defense, D&D would be 10+ fort bonus). Every time a single blow breaks your threshold, you are moved one step on the condition track. The track roughly goes: (fine, -1, -2, -5, -10, unconscious). The numbers represent penalties you take to die rolls until you rest or recover (usually a full round to recover one step) If you are unconscious but still have hp, your just out, but very much alive. If you lose all your hp, you automatically drop to unconscious and are dying. You will die if you don't get help OR you take your threshold in damage again. If you take damage equal to your remaining hp + threshold, your just dead on your feet, so to speak. Lastly, anyone trained in first aid has 1 (one) round to get you and roll a 25 treat injury check. If they do, you don't die but remain at 0 hp and unconscious. If they fail or don't get to you in that round, you officially die and the spirit leaps out the mouth and escapes the body (ok, I made the last part up). </p><p></p><p>Something like that in D&D makes it less likely that one bad roll (a bad save, a crit, or a failed search check) is going to make your character dead, but death from real events (falling 200 feet) still is lethal. </p><p></p><p>But you are right, as D&D stands, too many ways to die bypass your hp pool and instead rely on a single die roll (usually a save) or attack your con score (which is pretty much finite, barring stat bumps). Something closer to Sagas Condition Track/Threshold would make death real, but would give PCs lots of chances to reverse it before the PC dies.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3695585, member: 7635"] To do that, you'd need to first of all remove ALL save-or-die effects. Goodbye Slay Living, etc. After that, I'd recommend Saga's Death and & Dying rules. You have hp, but you also have a threshold (= to your fort defense, D&D would be 10+ fort bonus). Every time a single blow breaks your threshold, you are moved one step on the condition track. The track roughly goes: (fine, -1, -2, -5, -10, unconscious). The numbers represent penalties you take to die rolls until you rest or recover (usually a full round to recover one step) If you are unconscious but still have hp, your just out, but very much alive. If you lose all your hp, you automatically drop to unconscious and are dying. You will die if you don't get help OR you take your threshold in damage again. If you take damage equal to your remaining hp + threshold, your just dead on your feet, so to speak. Lastly, anyone trained in first aid has 1 (one) round to get you and roll a 25 treat injury check. If they do, you don't die but remain at 0 hp and unconscious. If they fail or don't get to you in that round, you officially die and the spirit leaps out the mouth and escapes the body (ok, I made the last part up). Something like that in D&D makes it less likely that one bad roll (a bad save, a crit, or a failed search check) is going to make your character dead, but death from real events (falling 200 feet) still is lethal. But you are right, as D&D stands, too many ways to die bypass your hp pool and instead rely on a single die roll (usually a save) or attack your con score (which is pretty much finite, barring stat bumps). Something closer to Sagas Condition Track/Threshold would make death real, but would give PCs lots of chances to reverse it before the PC dies. [/QUOTE]
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RAISE DEAD: get rid of it and make D&D better
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