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Uh, I'm not quite dead yet, sir...
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<blockquote data-quote="Pbartender" data-source="post: 2990324" data-attributes="member: 7533"><p>No. Losing one hit point per round is a function of the dying condition, not the disabled condition. You can be disabled and stable, and therefore not losing any hit points.</p><p></p><p>But if you do something strenuous (like a standard action) while disabled and stable, you start dying (and bleeding out hit points) again.</p><p></p><p></p><p></p><p>No. It means take it easy (only ME actions) and stabilize yourself... or forego stabiling, take standard actions and risk bleeding to death.</p><p></p><p></p><p></p><p>Gort would likely be disabled from 0 to -6 hit points, would have an increasingly difficult chance of staying conscious from -7 to -25 hit points, and an increasingly difficult chance of staying alive from -17 to -35 hit points. All along, he'd be losing 1 hit point per turn, unless he stabilized.</p><p></p><p>Of course, in D&D, there's always the chance of auto success or auto failure on those saving throws, if you happen to roll a natural 20 or a natural 1.</p><p></p><p>Assuming he never managed to stabilize after a mortal wound, Gort, on average, would stay conscious for about a minute and a half, and die about a minute after that, if left alone.</p><p></p><p></p><p></p><p>This whole scheme is actually based off the standard Iron Heroes (the game that I'm actually desgining this houe rule for, though there's no reason you couldn't use it with D&D) rule for falling below -10 hit points.</p><p></p><p></p><p></p><p>That's not a bad idea. I was thinking the same thing last night, but...</p><p></p><p></p><p></p><p>Right... And it also means that Gort has no chance of stabilizing once he gets past -15 hit points. I'm not sure yet if that's a bad thing or not... It trades a much better chance of stabilizing and simplifying the rule for a threshold past which stabilization is impossible.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 2990324, member: 7533"] No. Losing one hit point per round is a function of the dying condition, not the disabled condition. You can be disabled and stable, and therefore not losing any hit points. But if you do something strenuous (like a standard action) while disabled and stable, you start dying (and bleeding out hit points) again. No. It means take it easy (only ME actions) and stabilize yourself... or forego stabiling, take standard actions and risk bleeding to death. Gort would likely be disabled from 0 to -6 hit points, would have an increasingly difficult chance of staying conscious from -7 to -25 hit points, and an increasingly difficult chance of staying alive from -17 to -35 hit points. All along, he'd be losing 1 hit point per turn, unless he stabilized. Of course, in D&D, there's always the chance of auto success or auto failure on those saving throws, if you happen to roll a natural 20 or a natural 1. Assuming he never managed to stabilize after a mortal wound, Gort, on average, would stay conscious for about a minute and a half, and die about a minute after that, if left alone. This whole scheme is actually based off the standard Iron Heroes (the game that I'm actually desgining this houe rule for, though there's no reason you couldn't use it with D&D) rule for falling below -10 hit points. That's not a bad idea. I was thinking the same thing last night, but... Right... And it also means that Gort has no chance of stabilizing once he gets past -15 hit points. I'm not sure yet if that's a bad thing or not... It trades a much better chance of stabilizing and simplifying the rule for a threshold past which stabilization is impossible. [/QUOTE]
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