I've added it to my nomenclature of 3.75 rules, which my group is using in our current Planescape campaign.
eleran said:Our session is tonight. We are going to implement the rule. I will give a full report.
Derren said:Please also try out "kill healing" (=Killing a party member with high total and very low current HP so that he has a chance for a free 25% recovery. After 2 turns stabilize him or cast a cure minor wounds for a 1HP heal to prevent the chance of dieing because of the 3rd failed roll. If you used cure minor wounds you can repeat this stuff again until he rolls a 20).
Derren said:Please also try out "kill healing" (=Killing a party member with high total and very low current HP so that he has a chance for a free 25% recovery. After 2 turns stabilize him or cast a cure minor wounds for a 1HP heal to prevent the chance of dieing because of the 3rd failed roll. If you used cure minor wounds you can repeat this stuff again until he rolls a 20).
Pinotage said:It's still clunky. Any rule that has to refer to data (the table, which has no basis in the rules, it's just thumb-sucked), is mechanically clunky, because it does away with the basis of the d20 system - roll a d20 dice against a DC to resolve. Yes, you're rolling a d20, but you're checking the result against a table rather than a fixed DC (determined by a set rule, generally). Within the d20 framework, that's clunky and poor design.
And you still have to make note of previous die roles to make sure you don't fail something 3 times in a row. And you have to work out what you new 'when-I-die-value is'. 3.5e had a flat -10, or the better -Con as a variant. I'm not saying it's a bad system in play, just that it's a clunky mechanical system that could've been done neater within the design principles of the d20 system. But, looking at 4e, it seems that's gone straight out the window in any case, so this will fit right in. And let's not forget that 1/4 hp thing which is just, well, weird.
Pinotage
Derren said:Please also try out "kill healing" (=Killing a party member with high total and very low current HP so that he has a chance for a free 25% recovery. After 2 turns stabilize him or cast a cure minor wounds for a 1HP heal to prevent the chance of dieing because of the 3rd failed roll. If you used cure minor wounds you can repeat this stuff again until he rolls a 20).
KarinsDad said:Hit points really do mean damage, not anything else, regardless of debates to the contrary.
Derren said:Please also try out "kill healing" (=Killing a party member with high total and very low current HP so that he has a chance for a free 25% recovery. After 2 turns stabilize him or cast a cure minor wounds for a 1HP heal to prevent the chance of dieing because of the 3rd failed roll. If you used cure minor wounds you can repeat this stuff again until he rolls a 20).
Imban said:I did the math for it myself, and "kill healing" is worth it as per those rules if the person you want to heal up has 4.5% or less of his HP remaining. Repeatedly attempting it is worth it if the healing spell in question cannot restore more than 4.5% of his HP.
That said, I don't think you should be encouraged to do this, so I consider it an error in the rules similar to 3e's allowance for drowning yourself in a bucket in order to recover from having dealt infinite or nigh-infinite HP damage to yourself, just one that's more likely to see play - sticking your head in a bucket relies on a possibly controversial interpretation of the rules (that being set to -1 HP applies even if one's HP is amazingly more negative), and it's only useful after you've already broken the system anyway.
Chris_Nightwing said:I think your math might be flawed, but I'd love to hear it. I reckon, given infinite time, you recover 27.1% of the time and die 72.9% of the time. So, if you recover to 25% of your hitpoints when you get back up, that means your infinite-time number of HP is 6.78% of your total HP. You could argue that being on less than that number makes it worth trying to kill heal, but the system isn't deterministic. Stochastically, after 6 rounds, you have >50% chance of dying and <25% of recovering (I repeat!), so unless you're sure someone can get to you when you're down 2 strikes, I wouldn't risk stabbing yourself!
Chris_Nightwing said:State / Recovery / Death
Down / 0.271 / 0.729
1 Strike / 0.190 / 0.810
2 Strikes / 0.100 / 0.900