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Fair enough. I guess I simply saw it as a reason for the rest of the team to change their tactics once a player is dying as the consequences are just severe enough for a dying character to become a big issue aside from the other creatures on the field.

The other side of that argument is that loosing 2 hp per round is a significant consequence to players.

Realism vs fun I guess?


In the Core Rulebook under "Dying (Negative Hit Points)" it says

Page 189 wrote:
...A dying character immediately falls unconscious and can take no actions. A dying character loses 1 hit point every round. This continues until the character dies or becomes stable

Then under "Stable Characters and Recovery"

Page 190 wrote:
...A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point.

However the PRD speaks nothing of the first ruling.


1 person marked this as FAQ candidate.

I couldn't seem to find the appropriate answer to this dying question, sorry if it has already been answered.

I don't have the core book on me at the moment, but if I remember correctly under "dying" a player character takes 1 damage during the beginning of their turn before rolling sustain. If failed they take another 1 point of damage. Resulting in a potential -2hp per turn.

However, the PRD states that a dying player only gets the -1hp on failed sustain rolls.

Which rule on dying is the correct one? Or did I just misread the book?
Thanks.


Apologies if this topic has ever come up before, I'm new to Pathfinder and the Pathfinder society forums.

A little background, I've been running DnD 4e with my gaming group for about 5-6 years now, jumping on and off as we struggle with time constraints. I've been dm'ing the 4e system for just about as long. It's not a perfect system as I've come to learn after reading the core Pathfinder book and talking with a lot of veteran 3.5 players. The way we used to run our nights was to simply homebrew our own campaigns and it has been working quite well each time.

Recently our group decided to pick up Pathfinder and learn the new system. Once again because of time constraints, we decided to pick up a campaign pack instead of spending a day or two to create something by myself. The question I'm now stuck with is, how do I handle all the information that is presented to me through the packs?

I have yet to run my first game later this week with the Rise of the Runelords book. Aside from learning the core characters in the chapter, the town itself, and the scenario of the first events, what else should I prepare for the first game? My group consists of people that are good at RP, one that likes to min-max, and one that just follows the flow of things.

Thanks in advance.