The Madhatter said:
With money and enough goodwill it seems that 3.0/3.5 parties are effectively immortal! IMC we see death as a mere inconvenience rather than a show stopper. We've been that way since 11th level (we are 21st now)! I know a character can choose not to come back, but with the no drawbacks with true res. why would you. You don't even forget spells! I proposed we bring back Res. Survival rolls from 2e. I think it would add a distinct excitement and dread to dying. Does anyone have an alternate house rule they use, or is this a good idea?
Con. System Shock Hit Points recovery
1 5 % - 5
2 10 % - 4
3 15 % - 3
4-5 20 % - 2
6-7 25 % - 1
8-9 30 % 0
10-11 35 % + 1
12-13 40 % + 2
14-15 45 % + 3
16-17 50 % + 4
18-19 55 % + 5
20-21 60 % + 6
22-23 65 % + 7
24-25 70 % + 8
26-27 80 % + 9
28-29 85 % + 10
30-31 90 % + 11
32-33 95 % + 12
34-35 100 % + 13
36-37 100 % + 14
38-39 100 % + 15
System Shock: A system shock roll is made when you take more than half you hit points in damage in a single round, or 50 or more damage in a single round. Crushing blows also require a system shock roll, as does being raised from the dead.
Failure could be as little as passing out to outright death, or permanent death. The severity of the failed roll depends on the situation, and how much damage you took according to your total hit points. If it does more than ¾ or your hit points in one attack and you fail your system shock roll its instant death.
Hit Point Recovery: If you get injured, depending on your constitution, you may gain hit points back from natural healing, and rest. By bandaging a wound you may gain 1d3 points back at once. However in order to heal your wounds completely you will need rest and or other healing.
For light wounds you may recover your constitution adjustments, worth of hit points, back for 8 hours of sleep each day. If you have complete bed rest you will gain double your constitution adjustment back each day.
For serious wounds you can gain no more than half the lost hit points back until you have complete bed rest. If you have complete bed rest you may gain the full constitution adjustments back for serious wounds, but if you have broken bones or need stitches, the bones will have to be set, and the wounds stitched shut, for you to gain the full adjustment of your constitution. (Remember bones hill slower than wounds.) If you have a person that is trained in the art of healing, you may get by without the aid of a cleric or priest, but that person must be trained in the arts of natural healing. Bones healed this way will take much longer to heal than that of magic aided by clerics or priests.
Critical wounds are more dangerous than the others described above. They will need the aid of a cleric or priest, or the person is going to die. Natural healing, cannot heal critical wounds, you can merely bandage the wound to stop the bleeding, dirt and infection from setting in the wound. You have that person’s constitution in days to get him/her to a cleric or priest before they die. If bandaging is not done after the critical wound has been made, the person will bleed to death in a short time, either internally or outwardly. If infection sets up in an open wound, the persons time to get to a cleric or priest is halved. The cleric or priest who heals the person has to have the spell Cure Critical Wounds in order to heal the person. If a less experienced cleric is all that can be found, you may be able to delay death a little longer than normal. The victim will add 2 days for every level the cleric has, to the days they have to reach someone who can cast Cure Critical Wounds on them. It’s not much but it may just save their life.
This is what we use, take it or leave it!
Hope it help.
PS; the best resorce a person has is their brain!