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Post by streamofthesky on Sept 8, 2009 2:33:12 GMT -5
Dying Moments As long as you are above 0 hp, no amount of lethal damage can knock you below -9 (and set to bleed to death on your next turn). If you have an active ability to not die from hp damage (Frenzy, Delay Death, etc...) you must still eventually be healed of ALL damage suffered. Assuming you suffered an attack once in the negatives, and it was enough damage to bring you to -10, you still die at the end of your spell/effect without prompt healing. Immediate action healing (such as close wounds) used as the damage is suffered must still heal any extraneous damage beyond the -9 hp before it can heal the target. Such healing is typically better used to keep someone who was barely taken down on his feet Exception: A coup de grace ignores this limitation and can kill a healthy target in one strike.
Just a thought...
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Post by streamofthesky on May 8, 2010 2:15:18 GMT -5
Deja vu...guess I had thought about this before. Slightly different/more detailed idea this time.
Darkest Prison (2:55:17 AM): I'm kinda pissed off. late one night, I thought up some cool alternate death and dying rules. and thought to myself, "you should write thsi down, you'll forget it once you go to sleep." guess what happened next? Jovicreamepuff (2:55:32 AM): You went to sleep and forgot it Darkest Prison (2:57:19 AM): yeah Darkest Prison (2:57:28 AM): I have vague memories of it... Darkest Prison (2:58:21 AM): it involved making Endurance and Diehard more useful and expanding the hp range you're disabled in (because doing anything aggressive leaving you dying is too awesome to only occur at exactly 0 hp) Jovicreamepuff (2:58:54 AM): *nod* Darkest Prison (2:59:34 AM): Endurance...added +40% to your stabilization roll, so it was an even 50/50. it also was going to do...something else... Darkest Prison (3:04:17 AM): I think it was...you had the disabled condition (including taking 1 damage for standard actions) all the way up to -10 hp. As soon as you hit -10, you actually drop unconscious and then get a single stablization roll to live or die. You can choose to spend a turn while between 0 and -9 to stabilize instead of another action, with success = you don't take damage from standard actions until you're wounded again; failure = no effect Darkest Prison (3:06:56 AM): And then Endurance gave the 50% stabilization and...gah! something. Diehard let you fight on without any penalties (full round of actions, no damage for strenuous activity) and actually heal 1 hp per turn until you're back up to 0 hp. Including on a round you drop to -10, if you make the stabilization roll Darkest Prison (3:07:45 AM): And under those houserules, you can't be dropped below -10, so a character with Diehard can easily survive a fight even if enemies think he's surely dead because they stabbed him like 6 times after he dropped just to be sure Darkest Prison (3:07:47 AM): Jovicreamepuff (3:08:30 AM): Neat! Jovicreamepuff (3:08:36 AM): I like those, they sound more fun Darkest Prison (3:09:20 AM): can't for the life of me remember what else Endurance was supposed to add (and Diehard requires Endurance, so someone with it would also get those benefits) Darkest Prison (3:12:47 AM): oh, also with those houserules, any spell/effect that instantly kills or slays you would instead take you directly to -10 and force a stabilization roll. success means you live...assuming no one attacks your near-lifeless body. failure means spell has the normal effect (like if it leaves your body as a pile of ash or whatever) Jovicreamepuff (3:13:12 AM): **nodnod**
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