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%

ThirdWizard said:
From the article:

So, if you're stabilized by a Heal check, you're out for the count until, I would guess, you naturally recover HP as per resting rules.

This does not address PS's point. His point is that there is no self stabilization. There are only two possibilities without ally aid: die in a series of rounds, wake up in a series of rounds.

There is no unconsciousness for a long time without aid.

The only way to remain unconscious without aid is to roll 11 to 19 on a die round after round after round. Not only an unlikely event, but one which involves a lot of die rolls.
 

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Imban said:
I was going to quote the math at you, but amusingly enough you were the one who did it:



The time for hoping that a lucky roll will heal you is past once you've received two strikes, because then you could very well die on your next round and that's obviously a crappy and terrible outcome. Assuming you're always bailed out (if necessary) once you've received two strikes, this is mathematically identical to starting out down one strike, so we'll be using the "1 Strike" line. While the probability of getting that 25% recovery here is certainly less, it means that all potential losses are in terms of healing resources, rather than your death.

By that line, falling onto your sword and hoping to heal up some via rolling a 20 rather than relying purely on the party healer will cause you to need to be healed up from zero hit points 81% of the time, and from 25% of your maximum hit points 19% of the time. I think that, as 19% of 25% is 4.5%, that's the break-even point below which it becomes worth it to attempt to heal yourself through falling on your sword. Likewise, since a Cure Minor Wounds would only restore you to 1 HP, it's far better used by a Cleric to try and get you that 25% boost than spending all of them for the day on healing 6 HP.

Of course, in a time-limited situation (i.e. combat), or given the presence of unlimited healing resources, there's no point to ever doing this.


Ah I see how you got that now. If you assume that the minute you get to 2 strikes you are stabilised, and then you remain so, the probability of recovering 'safely' is 19% (modifying the transition matrix and raising to power infinity again) and the probability of stabilising is 81%. So yes, if you have less than 4.75% of your HP it would technically be 'worth it' !
 


KarinsDad said:
This does not address PS's point. His point is that there is no self stabilization. There are only two possibilities without ally aid: die in a series of rounds, wake up in a series of rounds.

I can't speak for him, but his point appeared to be about taking prisoners.
 

yes, but with changes

We'll start using it however, healing from negatives will still keep you in negatives until you reach 0.

We prefer that, and it makes more sense due to our custom healing/critical hit rules, etc.

Sanjay
 

FireLance said:
Technically, the player of the unconscious character is deciding to spend a resource.

Agreed. I just do not happen to like it.

100% automatic chance of waking up, no failure, just because of a game mechanic.

Really, what good is unconsciousness as a game mechanic model if it only happens if some resource is not available?
 

Another very bad thing about this rule is the 3 strikes and you are out.

Player 1: "Help me, I'm down."
Player 2: "No worries dude. We got 3 rounds. I search the chest."

A PC cannot die (shy of additional attacks) until 3 rounds have gone by (and even then, most of the time he will not).

There is no urgency with this rule.
 

ThirdWizard said:
I can't speak for him, but his point appeared to be about taking prisoners.

No, KarinsDad has it right - my point is about the lack of self-stabilisation and remaining unconscious. Taking prisoners is a follow on from that.
 

KarinsDad said:
Another very bad thing about this rule is the 3 strikes and you are out.

Player 1: "Help me, I'm down."
Player 2: "No worries dude. We got 3 rounds. I search the chest."

A PC cannot die (shy of additional attacks) until 3 rounds have gone by (and even then, most of the time he will not).

There is no urgency with this rule.

I disagree. Right now you have a handy countdown clock....

"Dude, you're only at -1...we have nine rounds to get to you"

Now, looking at the above math, most will be dead within 6 rounds, if not 5. It isn't ideal, but that part of it is an improvement.
 

KarinsDad said:
Really, what good is unconsciousness as a game mechanic model if it only happens if some resource is not available?
It's about as good as unconsciousness as a game mechanic model if it normally only happens when some resource runs out. Say, hit points.
 

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