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<blockquote data-quote="SanjMerchant" data-source="post: 7153938" data-attributes="member: 6860001"><p>OK, so my basic idea was for a lot later in the game, but how to model the Big Change in Death, Dying, and Healing:</p><p></p><p>The simplest version is</p><p></p><ul> <li data-xf-list-type="ul">Rolling 9 or lower on a death save no longer adds failures</li> <li data-xf-list-type="ul">When a character stabilizes by any means, they regain 1 hit point</li> </ul><p></p><p>Thus, beating on a fallen person will still kill them, as will leaving them in something very immediately lethal (e.g. a vat of acid), but if you just leave them lying where they fall they will, eventually, recover enough to get up and walk away (assuming nothing else comes along to finish them off, like a pack of wolves or something). (Very far outside chance that someone could stay down long enough to starve to death, but if you're that unlucky, I think the dice want you dead. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> )</p><p></p><p>If you wanted to add some more complexity to it, a few other ideas:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Rolling 9 or lower on a death save negates one success, if any. (A natural 1 might negate two.)</strong> This would make it take (on average) a little bit longer for a KO'd person to get back up on their own.</li> <li data-xf-list-type="ul"><strong>Critical hits add one death save, like normal damage</strong> Only a 11th Level (or higher) Fighter can outright kill someone in one action; characters with the regular version of Extra Attack (eg Rangers) can probably do it one round (Action for 2 hits, bonus action for a third), everyone else has to take two or even three rounds to outright kill someone.</li> <li data-xf-list-type="ul"><strong>Add some arbitrary number of failures for someone to outright die</strong> The more you add, the more time and effort people have to spend hacking at someone to kill</li> </ul></blockquote><p></p>
[QUOTE="SanjMerchant, post: 7153938, member: 6860001"] OK, so my basic idea was for a lot later in the game, but how to model the Big Change in Death, Dying, and Healing: The simplest version is [LIST] [*]Rolling 9 or lower on a death save no longer adds failures [*]When a character stabilizes by any means, they regain 1 hit point [/LIST] Thus, beating on a fallen person will still kill them, as will leaving them in something very immediately lethal (e.g. a vat of acid), but if you just leave them lying where they fall they will, eventually, recover enough to get up and walk away (assuming nothing else comes along to finish them off, like a pack of wolves or something). (Very far outside chance that someone could stay down long enough to starve to death, but if you're that unlucky, I think the dice want you dead. :p ) If you wanted to add some more complexity to it, a few other ideas: [LIST] [*][B]Rolling 9 or lower on a death save negates one success, if any. (A natural 1 might negate two.)[/B] This would make it take (on average) a little bit longer for a KO'd person to get back up on their own. [*][B]Critical hits add one death save, like normal damage[/B] Only a 11th Level (or higher) Fighter can outright kill someone in one action; characters with the regular version of Extra Attack (eg Rangers) can probably do it one round (Action for 2 hits, bonus action for a third), everyone else has to take two or even three rounds to outright kill someone. [*][B]Add some arbitrary number of failures for someone to outright die[/B] The more you add, the more time and effort people have to spend hacking at someone to kill [/LIST] [/QUOTE]
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