Will you try the new "Death & Dying" rules now?

Will you try the new "Death & Dying" rules now?

  • Yes

    Votes: 120 45.3%
  • No

    Votes: 94 35.5%
  • Not playing 3.*e D&D

    Votes: 51 19.2%

No. It's bad enough we're playing 3.5 at 18th level (everyone wants to finish the AP, but this high level stuff makes me want to poke my eyes out with a sharp stick), changing the rules at this point isn't the best option.

Also, I did a 2E/3E hybrid the 8 months before 3E came out and it was a bad idea. I promised my players I wouldn't do that again.
 

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No, because when I tried to introduce a Second Wind type option to my game, my players met it with a mix of apathy and hostility. They are all, so far, strongly anti-4e.
 

kenmarable said:
"Originally Posted by Design & Development
A character with 30 hit points (such as a low-level cleric) dies when he reaches -15 hit points, while the 15th-level fighter with 120 hp isn’t killed until he’s reduced to -60 hit points."

I don't feel like doing all of the math, but although I do think it's a bit lower, it's doesn't feel massively lower than standard 3.x PCs of those levels (yeah, sure you can optimize way higher, but typically it's probably not too much higher than those I'd think).

15th level fighter will have 14*5.5+10 = 87 hp on average before Con is taken into account. You should probably assume that any 15th level fighter worth his salt has a 16+ Con, which makes it 87+45 = 133 hp on average, or 148 for exceptional fighters with 18 Con.

Dwarf fighters? 148 or 163.

Cheers!
 

The game is tomorrow night. The dungeon is the Temple of Elemental Evil. The new death and dying rule is in. I'll let you know how it goes.
 

Nope.

3e is too couched, IMO, in massive massive healing, contingent heals, and last second revive spells for it to really be integrated into a 3e game. It became so easy to die from big hits that it also became increasingly easy to heal all that damage easily. Sure, its a kludge, but its in there and adding the new death rules only increases the potency of all those spells. It would take a lot of work to get everything working right with the new rules, and I don't want to put that much effort into it.
 


Would not use if running 3e; will not use when running 1e.

I do like the idea of a somehow-variable death point and once tried to implement such based on original Con. score, but it got extremely messy when trying to work out how spells like Death's Door interacted with it, never mind normal curing. So, I abandoned the idea.

Tying the death point to normal full h.p. is not the answer, however. If someone dies at negative-half-full-h.p. then a commoner dies at about -3 and a high-level warrior might not die until -75. If it's going to be this linear, why not just give everyone 50% more h.p., make the 1/3 point some sort of break point below which you have to roll to remain conscious and-or heal yourself, and have the death point stay at 0.

Lanefan
 

Cabled said:
Well, think of it this way...there's a 5% chance that you weren't hurt as badly as it seemed, just knocked out by the blow. Given the nature of hit points (often debated, but certainly moving more towards the camp of "more than just physical damage" in 4e), this doesn't sound unreasonable. Considering we don't really know anything about the power or availability of healing in 4e as it compares to 3e, it's hard to say if it's better to wake up on your own or not. It looks like hit points get something of a boost in 4e, but so might damage, and healing.

But, the same question can be asked another way.

What happens if the PC was just knocked out by the blow (as per your assertion here)? If he gets healed, he has fewer hit points than if he would have just woken up on his own. The issue remains, regardless of the spin put on the phrase "hit points".


This concept of hit points being "more than physical damage" has issues like this. If they want both stun and body points (or vitality and wound points) or whatever, they should just bite the bullet and add them to the game system.

Hit points really do mean damage, not anything else, regardless of debates to the contrary. A sword hit damages someone, it does not tire him out or stun him. The non-lethal type of damage in 3.5 is called nonlethal for a reason. Normal hit point damage is lethal, even in 4E.


I think that most of the rules here are fine, but the PC should wake up at 1 hit point, not 25% of his max, if he were merely knocked out. If he went to -50 hit points, he still got the stuffing knocked out of him.

These are the type of "specific details" that we will not know until 4E comes out. Hopefully, this 25% on a 20 rule is not part of 4E, but it probably is because it is in this 3.5 adjusted version. Sigh.

The 4E concept of "It should be COOL" is a factor in a rule like this one. It's cool to jump up to 25% of hit points from a freak die roll, but it's silly from a conceptual standpoint. A cool rule for the sake of introducing a cool rule, but a lame rule otherwise.

And for my game, the problem with "the cool rules" is that they make it difficult to house rule them away. The players become disappointed when the DM decides to remove the silly or illogical cool rules like the player jumps to 25% of his hit total, just because he rolled a 20. Why? Because the rule says so, not for any real valid logical reason.


Another thing that I find interesting about this new system is that PCs are MORE likely to die when in negatives in 4E than in 3.5 in many cases.

The only time in 3E where the chance of dying was greater was when the PC was hit for high negatives. But at -1 to -5 hit points, the chances to die in 4E are greater than in 3.5.

In 3.5, a PC at -1 hit points had a 61% chance of self stabilizing. A PC at -5 hit points had a 41% chance of self stabilizing.

In 4E, a PC at -whatever has a 14.26% chance of surviving and a 12.5% chance of dying after 3 rounds. After 4 rounds, it becomes 17.9% chance of survival and ~28.2% chance of dying. 5 rounds, 20.6% and ~40%. Overall, the odds are about 35% of self survival and 65% of death (shy of fellow PC assistance). And these odds are identical, regardless of whether the PC is at -1 or -50.

So, 1 unconsciousness in 8, a PC will die if a fellow PC does not get to him in 3 rounds. 1 in 6 if not within 4 rounds. For a TPK or near TPK, each PC has a 2 in 3 chance of dying.

This hardly agrees with Andy's statement:

Among other problems, this also meant that characters effectively had no way to “lose” a combat except by being killed. This removes a lot of dramatic possibilities for the story—for instance, the classic scene of the characters being captured and thrown in a cell from which they have to escape using only their wits and a pack of chewing gum (or whatever).

If the math doesn't work for unconsciousness (i.e. most PCs will die, not survive a TPK for such a classic scene), what other math does not work in 4E?
 

I think people are way overdramatizing the 1/4 hp boost if you wake up.

1st of all: Your prone of the ground. You still have to get up and get back in the fight.
2nd:We don't know if you can act on the same round you make a wake up check. If not, at best you have still lost a round of combat.
 

Stalker0 said:
I think people are way overdramatizing the 1/4 hp boost if you wake up.

1st of all: Your prone of the ground. You still have to get up and get back in the fight.
2nd:We don't know if you can act on the same round you make a wake up check. If not, at best you have still lost a round of combat.

I do not think it is overdramatization.

A big portion of DND combat is hit point damage. A rule that allows for a PC at -50 hit points to suddenly go to 30 hit points without any healing is a significant rule.

It's a "Hey, you rolled good on a die. Guess what? As a reward, you go from the verge of being dead to conscious and 25% capable. Isn't that cool?".

Sure, it's cool. It's nonsensical to be a hair's breath from death one second to fairly functional the next without assistance from a logical point of view, but "it's cool". :cool: :lol:
 

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