FireLance
Legend
I think the increased complexity is fine because it makes the process of dying more interesting. In other words, the payoff is worth the additional complexity.Emirikol said:I think it's ridiculously complicated in a rulesset that is supposedly trying to simplify things.
From the perspective of the player of the dying PC, the 3e stabilization roll was not very significant. The chance of success was small, and the payoff for a success was that you no longer needed to make stabilization rolls. For 4e, you have an approximately even chance of getting a bad or neutral result, and a small chance of (possibly) being able to rejoin the fight. The payoff for a success is larger, and psychologically, since there is still a good chance of getting a neutral result, the roll seems more meaningful.
From the perspective of the other players, dying becomes less predictable. The three steps to death mechanic means that a PC in the low negatives could still possibly die in three rounds (I'm personally considering a house-rule that a natural 1 counts as one step and requires another roll so that it will be possible for a PC to die in a single round, but I won't go into this here) which means there is more urgency to help dying PCs, and less treating them as a schedule to work around.
Of course, YMMV.