We Used the new death and dying rules and it saved our ninja

Sadrik

First Post
We opted to use the new rules on death and dying and it saved our ninja! Shingu, who we lovingly call Chopped Raw Fish, decided to go outside of the small tomb we were in. Outside he encountered an assassin vine. It took him to negative right away. The rest of us ran out after making listening checks and the vine dropped him to attack us. He narrowly survived because his negative threshold was further down. He proceeded to fail two of the d20 saves and then we used a wand of CLW's on him and he went from negative-whatever-it-was to positive. It was pretty nice little rule and worked well. Good job, 4e design team.

We did, play to negative 1/2 HP (or -10) to die and not negative 1/4 or 1/3 though...
 

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I like some things about the new dying rules in 4e.

What I don't like is that dying and recovering has nothing at all to do about the character himself or herself. A wimpy mage who has spent his life cloistered reading books and a barbarian who would make Wolverine look like a wimp both have the exact same chances of dying or recovering (or popping right back up ready for a fight).
 

Wolfspider said:
I like some things about the new dying rules in 4e.

What I don't like is that dying and recovering has nothing at all to do about the character himself or herself. A wimpy mage who has spent his life cloistered reading books and a barbarian who would make Wolverine look like a wimp both have the exact same chances of dying or recovering (or popping right back up ready for a fight).
Says who?
We don't know class powers yet, if the Barbarian has a talent that let him roll the save twice, the problem is solved.
 


Wolfspider said:
I like some things about the new dying rules in 4e.

What I don't like is that dying and recovering has nothing at all to do about the character himself or herself. A wimpy mage who has spent his life cloistered reading books and a barbarian who would make Wolverine look like a wimp both have the exact same chances of dying or recovering (or popping right back up ready for a fight).

Except that their Con scores determine their total hit points and their negative hp threshold?
 


Kunimatyu said:
Except that their Con scores determine their total hit points and their negative hp threshold?
Yes, this is too often ignored. The chances of the mage dying because he exceeded his negative damage threshold is much higher than super-con barbarian.
 

DevoutlyApathetic said:
Yes, this is too often ignored. The chances of the mage dying because he exceeded his negative damage threshold is much higher than super-con barbarian.

Exactly. The mage doesn't recover as well as the barbarian, because the mage can't SURVIVE the attacks the barbarian does.

And remember, we don't want con to have too great a mark on survivability. It already determines your hitpoints, now it determines your negative hitpoints. If we then have it determine your stabilization rolls, then con becomes too important a stat for any player to survive.

Con is arguably the most important stat in 3x. While not everyone has it as their highest stat, very few people will make it a low priority if the game has any form of combat. In 4e I would like con to remain an important, but not completely critical to every character in order to survive.
 

Kunimatyu said:
Except that their Con scores determine their total hit points and their negative hp threshold?

True, but apparently Con scores and total hit points have nothing to do with the chance of outright dying due to the d20 roll. To me, this doesn't make sense. It seems too random.
 

It does make sense. A barbarian has the same chances to recover from a much heavier beating as the mage who nearly died from a scratch.

Constitution and base hp determine when you go down. And if you are down, your chances are equal to recover. Thats actually quite fine. Maybe there are even feats, which let you fight with negative hp. So the treshold set by your con and base hp will even play a much bigger part.
 

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