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<blockquote data-quote="Omegaxicor" data-source="post: 6061419" data-attributes="member: 95351"><p>I can't recall the name of the system we use but it was originally from UA, you take damage until you are at 0, damage over 0 is divided by 5 (4 or less means nothing is added) and the result is added to a total save, which is 0+1/5 of Damage (player gets +4 from Endurance and +some other bonuses) Success by >10=Healthy, strenuous action causes you to fall to "stable" but you can act normally, Success by less than 10=Stable (standard action+Prone), Failure by less than 5=Unstable (unable to act), Failure by 5-10=Dying (Fortitude save worsens by HD), Failure by >10=Death (but if revived within Con rounds then no level or Con loss). The Diehard feat allows players to act fully during this period but each strenuous action adds a +1 to the save.</p><p></p><p>The damage is treated as a unique form of nonlethal-style damage, once a character is healed magically they still have the damage but they don't have to make saves until they drop to 0 again, every hour they heal their Con score in this damage, a full 8 hour rest cures it completely...a successful Heal check DC=Fort save can stop a character needing to make regular Fortitude saves until s/he takes damage or does something strenuous.</p><p></p><p>A character who is in the position of being "Stable" can be aided through some strenuous activities (such as climbing) by making their save and half of the other characters, so a DC=10 Climb check requires the Aider to roll DC=15 and the Wounded to roll DC=10, failure indicates damage even if the wounded character makes the save.</p><p></p><p>the system was chosen by me but the party altered it to suit us before the campaign started...</p><p></p><p>EDIT: Do you think then that the quests should be made easier for the party so death is less likely, even though many of those here said that death was part of the fun?? (I don't know if that is what you mean I am simply asking, misunderstanding seem common when reading text)</p></blockquote><p></p>
[QUOTE="Omegaxicor, post: 6061419, member: 95351"] I can't recall the name of the system we use but it was originally from UA, you take damage until you are at 0, damage over 0 is divided by 5 (4 or less means nothing is added) and the result is added to a total save, which is 0+1/5 of Damage (player gets +4 from Endurance and +some other bonuses) Success by >10=Healthy, strenuous action causes you to fall to "stable" but you can act normally, Success by less than 10=Stable (standard action+Prone), Failure by less than 5=Unstable (unable to act), Failure by 5-10=Dying (Fortitude save worsens by HD), Failure by >10=Death (but if revived within Con rounds then no level or Con loss). The Diehard feat allows players to act fully during this period but each strenuous action adds a +1 to the save. The damage is treated as a unique form of nonlethal-style damage, once a character is healed magically they still have the damage but they don't have to make saves until they drop to 0 again, every hour they heal their Con score in this damage, a full 8 hour rest cures it completely...a successful Heal check DC=Fort save can stop a character needing to make regular Fortitude saves until s/he takes damage or does something strenuous. A character who is in the position of being "Stable" can be aided through some strenuous activities (such as climbing) by making their save and half of the other characters, so a DC=10 Climb check requires the Aider to roll DC=15 and the Wounded to roll DC=10, failure indicates damage even if the wounded character makes the save. the system was chosen by me but the party altered it to suit us before the campaign started... EDIT: Do you think then that the quests should be made easier for the party so death is less likely, even though many of those here said that death was part of the fun?? (I don't know if that is what you mean I am simply asking, misunderstanding seem common when reading text) [/QUOTE]
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