Recovery save has no static result


General Discussion


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So, as of update 1.3 the results of a recovery save are as follows:

* Critical Success: Reduce dying value by 2.
* Success: Reduce dying value by 1.
* Failure: Increase dying value by 1.
* Critical Failure: Increase dying value by 2.

You still die at Dying 4 as before, but now don't become conscious until you reduce your Dying value to 0.

So... I feel that the failure results SHOULD actually read as follows:

* Failure: Your dying value does not change.
* Critical Failure: Increase dying value by 1.

Let people hang on to life longer, please. Things are brutal enough.


I think this might make it a little too hard to die. I don't disagree that it makes for a little oddity but maybe if Failure was increase your dying value by your wounded value, and it were a little harder to remove wounded, maybe it could work out. But I think, from the fact that we've gotten our third dying rules in less than 2 months, tells me it's really hard to get the feel they're looking for. So, I don't know what the solution should be.


I don't think it's too hard to die, I think it's pretty much necessary. Especially with the new Wounded rule, where if you gain or increase Dying you add your Wounded to it. So if you are even Wounded 1, on dropping to 0 you become Dying 2 then on a single recovery failure drop to Dying 4 and are dead.

People don't bleed out and die that quickly in real life, even if already wounded, except from the most extreme traumas.


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We have been talking about the dying rules around my table and are wondering what they are for.

Its not realistic - In real life, if you are not insta-killed by an attack you'll likely live at least one minute. In the military we learned about 3 golden rules - 1 minute for first aid, 1 hour for field medicine, 1 day for hospital.

Its not cinematic - I've never seen a movie (except military movies, where the camera needs a reason to show off the medic) where you do triage DURING a fight.

It seems to be a mini-game to add excitement to the tactical game that RPG combats are to some people.

It might be an attempt to emulate earlier editions, a case of a game simulating itself. :o


Starfox wrote:


It seems to be a mini-game to add excitement to the tactical game that RPG combats are to some people.

That makes me think of this. :)

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