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<blockquote data-quote="mmadsen" data-source="post: 239369" data-attributes="member: 1645"><p>A Defense bonus is simple and lets higher-level characters survive longer than lower-level characters.</p><p></p><p></p><p></p><p>Under the current system, high-level characters have a huge number of Hit Points that absorb damage with no ill effects. Then, if they land at exactly 0 Hit Points, they're disabled. Then, in that narrow margin between -1 and -10, they're dying.</p><p></p><p>It shouldn't be hard to spread things out a bit and add a little flavor. Instead of being disabled at 0 hp, perhaps characters are critically injured from 0 down to -hp, losing 1 hp/round and risking a dramatic injury with every hit (Fort Save vs. crippled arm, leg, etc.).</p><p></p><p></p><p></p><p>That would be the case with lower Hit Points and higher ACs (and maybe Saves).</p><p></p><p></p><p></p><p>Damage could be physical damage without creating an unheroic "BAM! You're dead!" environment.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 239369, member: 1645"] A Defense bonus is simple and lets higher-level characters survive longer than lower-level characters. Under the current system, high-level characters have a huge number of Hit Points that absorb damage with no ill effects. Then, if they land at exactly 0 Hit Points, they're disabled. Then, in that narrow margin between -1 and -10, they're dying. It shouldn't be hard to spread things out a bit and add a little flavor. Instead of being disabled at 0 hp, perhaps characters are critically injured from 0 down to -hp, losing 1 hp/round and risking a dramatic injury with every hit (Fort Save vs. crippled arm, leg, etc.). That would be the case with lower Hit Points and higher ACs (and maybe Saves). Damage could be physical damage without creating an unheroic "BAM! You're dead!" environment. [/QUOTE]
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