Evil Lincoln vs. Hit Points: Death and Dying!


Homebrew and House Rules

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First, this article.

The rules for dying in Pathfinder have a few issues. They don't scale well with level, they're not terribly dramatic OR realistic, and specific character types (barbarians) can be directly screwed by them.

I've been thinking about how to fix this ever since I read that article above. I think the Alexandrian's dying rules are a good start, but they seem a little bit too… soft. At least for my tastes.

So, to kick off this thread, here is my idea:

  • Instead of dying at negative Con, you die at negative total HP.

  • Instead of 1 HP per round, you lose an amount equal to the damage that dropped you.

  • When you are first dropped, you make a fort save vs the damage to stay conscious.

  • If you're conscious, you're staggered, but you can spend your action sucking it up, which halves the bleed out damage.

    Parse the consequences, my loyal army of ruleswonks! What would happen if you played this?


  • Evil Lincoln wrote:
  • Instead of 1 HP per round, you lose an amount equal to the damage that dropped you.
  • Given: Level 5 character with 50 hitpoints max.

    Scenario #1: Get hit for 6 damage. Then get hit for 45 crit.

    Scenario #2: Get hit for 45 crit. Get hit for 6 damage.

    In both scenarios, the character received the same wounds. The "bleed" situation is very different. And, the slower bleeder has more serious damage per your previously invented wound damage rules to boot, which seems like an issue (is it?)

    Option: If you made it a static bleed amount, you fix the potential issue.

  • Instead of 1 HP per round, you lose an amount equal to your character level.

    (everything else looked pretty smooth)


  • NOTE: It occurs to me that this whole idea is a rather roundabout way of introducing a "damage penalty" at 50% HP... just that the 50% mark is at 0HP. Har har!

    Anyway, Rory, you have a great point. Is that an issue? If the first attack is considered abstract because it didn't take you down*, then it makes sense that the powerful attack that takes you down makes you bleed a lot faster... Well, it makes sense to me anyway.

    Surely, it is as you say it is. I just don't know if that bothers me, or was it something I actually wanted.

    If you were to do a fixed rate of bleed, how would you do that? Character level seems wrong. You should not bleed faster because of your accomplishments in life...

    * That is, if you are one of the few people who says that a 45 point hit with a greataxe does not necessarily mean you were hit directly with a greataxe and shrugged it off, but that some other factors mitigated the damage. This would not be true of the last hit, which left you bleeding on the floor as well a greataxe ought to do.


    I remembered why.

    Under the RAW, if you suffer a particularly devastating hit, it might kill you outright but it also means there are probably fewer turns for you to bleed out before dying.

    Under this variant, where you have many more negative HP, the effect of a single devastating attack is quite nerfed. Unless someone did close to double the damage necessary to kill you outright in the RAW, you're still a comfortable distance from death.

    Making the killing-blow damage a factor in the bleed-out brings us back to that sense of urgency on harder hits.

  • Getting dropped by an 8-point wound when you have 50 neg hp to run through is kind of like being dropped by an 8 point wound when you have 7 HP left in the RAW — you'll have plenty of turns for your friends to save you.

  • Getting nailed for 25 damage when you only have 50 Negative HP is like being hit for 25 damage when you have 7 HP left... your friends need to make saving your their top priority, or you're gone next round.

    If you don't have some amount of variability in the bleed rates, then the game will quickly become "oh the barbarian's down again. Don't worry, we have hours to save him." Surely, that's an improvement over the RAW; "Oops, the barbarian is at negative HP, loses rage and dies instantly".

    What I'd like to see is "Oh, that was a serious hit! You guys had better get over there and help him, he hasn't got long after a hit like that..."


  • Just kind of thinking out loud here…

    What we are looking for is something that imposes some kind of 'hurt' condition. We want something fairly simple, realistic and that will not slow down combat too much.

    We are probably going to have to introduce a new roll of some sort.

    Greater HP and higher Con should have an advantage in this system.

    Not every wound is going to cause bleeding. How do we want to handle say…fire…electrical damage?

    I think doubling HP is a bad idea. Bonus to higher HD Classes. This may be a good thing, debate. Hit Points can get unwieldy at the high ends as it stands, no?

    What if we applied something similar to encumbrance rules when you hit 50% and again at 75%? Reduced movement, penalties to physical skills.


    Bleed at 1/10 of the single most damaging strike (round down, min 1)?


    Once you are down, you survive Level and/or Con rounds before you bleed out?


    Evil Lincoln wrote:
    If you were to do a fixed rate of bleed, how would you do that? Character level seems wrong. You should not bleed faster because of your accomplishments in life...

    Agreed.

    However, you technically should not bleed slower because of your accomplishments in life either is also a fair statement?

    Using character level makes it where you bleed at the same rate in your entire adventuring career, more or less. (The Theory: Everyone has have level x (hit dice + CON) hitpoints. Everyone bleeding at level amount means everyone dies within (hit dice + CON) rounds.)

    Other options...?

    1 per every 5 Deadly damage the character has taken
    1 per HD of the monster that knocked you out

    (I'm short on alternative options, I don't much care for either of these)


    Points!

    CourtFool wrote:
    What we are looking for is something that imposes some kind of 'hurt' condition. We want something fairly simple, realistic and that will not slow down combat too much.

    Forget realistic and I'm with you. How about "not ridiculous to the point of frustration"?

    CourtFool wrote:
    We are probably going to have to introduce a new roll of some sort.

    Not sure. Stabilization Fort save might be enough. I'm open, though.

    CourtFool wrote:
    Greater HP and higher Con should have an advantage in this system.

    Yes. And bonus points for fixing the barbarian's little HP problem. It is absolutely unforgivable to have the supposedly toughest class in the game face an increasing threat of death because of their bonus HP mechanic.

    CourtFool wrote:
    Not every wound is going to cause bleeding. How do we want to handle say…fire…electrical damage?

    Bleeding, no. Cause dying? Yes. For my purposes, wounds that don't cause dying are represented by HP > 0. Once you're dying, I want resolution rules like the RAW has but better. I don't think it needs to be referred to as bleeding. Maybe "death timer" is a better way to think of it it.

    CourtFool wrote:
    I think doubling HP is a bad idea. Bonus to higher HD Classes. This may be a good thing, debate. Hit Points can get unwieldy at the high ends as it stands, no?

    I think it is an unmitigated good thing. Especially if we're looking at sometimes huge bleed amounts... er... "step sizes on the death timer." Using negative max HP makes it scale with level. Making the bleed amounts bigger keeps it deadly.

    CourtFool wrote:
    What if we applied something similar to encumbrance rules when you hit 50% and again at 75%? Reduced movement, penalties to physical skills.

    That's more of a game-changer. There is nothing wrong with that idea, but it has its own thread already, and it's a good thread too!


    Rory wrote:
    However, you technically should not bleed slower because of your accomplishments in life either is also a fair statement?

    Actually, I would contest that. The case can be made that the toughest characters in the game should handle the dying condition better than the weaker characters. It's a matter of interpretation, surely, but I don't think it's a foregone conclusion.


    A Bleed die based on damage type?

    Piercing = 1d12
    Slashing = 1d10
    Blunt = 1d8


    CourtFool wrote:

    A Bleed die based on damage type?

    Piercing = 1d12
    Slashing = 1d10
    Blunt = 1d8

    Not feeling it. Doesn't scale with level, and nerfs blunt weapons. If anything, the killing blow with a hammer should have a shorter timer, not a longer one. Caved-in skull is bad news.

    I appreciate the creativity, though.


    Sorry, I got stuck on the 'bleeding' thing.

    Death Timer. Right! Got it.

    Level in rounds? Level + HD in rounds? Level + HD + Con bonus in rounds?

    Any of these appeal?


    Am I correct in thinking that the opposition from you folks is that the attack itself shouldn't be the determinant of death-timer length? And if so, why not?

    To me, it seems clear-cut. Max HP negative scales with level, big bleed (step size if I must) keeps it deadly.

    I expect weird interactions with Die Hard, but that's gonna happen no matter what if you tamper with the dying rules.

    EDIT: Hoo! This thread has legs. I'm having a ball, Courtfool & Rory, but I'm gonna think about it for a bit while the discussion rages on.


    Evil Lincoln wrote:
    I'm having a ball, Courtfool, but I'm gonna think about it for a bit while the discussion rages on.

    I like to bring a different perspective since most of my experience is with different systems. My weakness is lack of familiarity with the core rules.

    Evil Lincoln wrote:
    Am I correct in thinking that the opposition from you folks is that the attack itself shouldn't be the determinant of death-timer length?

    For me, static numbers are easier to remember and therefore less prone to slowing the game down. They can be written down for easier reference. Even easier when they are directly linked to something, especially if it is a single something.

    A more damaging strike already brought the character closer to death quicker by the mere fact that it was more damaging. You want to make that progress exponential…which I am not saying is necessarily a bad thing. Just something to be aware of.

    For me, personally, I would rather you just say everyone has X rounds after reaching 0 HP before they die. The increased complexity and time do not seem worth it. But our tastes are obviously different and I am happy to toss out random ideas.


    CourtFool wrote:
    For me, personally, I would rather you just say everyone has X rounds after reaching 0 HP before they die. The increased complexity and time do not seem worth it. But our tastes are obviously different and I am happy to toss our random ideas.

    Make no mistake, even weird ideas are appreciated.


    Evil Lincoln wrote:
    Making the killing-blow damage a factor in the bleed-out brings us back to that sense of urgency on harder hits.

    I like the theory.

    Two pitfalls I see:

    - At low levels, you are going to kill a lot of characters. One orc with a falchion can hit for 10 damage and knocks someone out. A lot of characters will auto bleed to death on their next action.

    - You really disadvantage the character that goes right after a monster that does damage before a healer can react. In effect, monsters can potentially cause double damage on a knockout hit.

    Ways around the pitfalls?

    - characters don't bleed until one full round has past


    Another side effect of basing the time on the size of the attack is you want to be taken down by a low damage strike. If you want to get really screwy, have one of your allies hit you with a crossbow bolt before the Big Bad gets his killing shot in.

    Hit Points are supposed to be an abstraction anyway. A 1d6 attack against you when you are 100 is different than 1d6 against you when you are at 3. Most people I have played with narrate that final 1d6 as much more brutal than they would that first 1d6. So why should it matter if 1 point of damage was the final straw or 20 points?


    CourtFool wrote:
    Another side effect of basing the time on the size of the attack is you want to be taken down by a low damage strike. If you want to get really screwy, have one of your allies hit you with a crossbow bolt before the Big Bad gets his killing shot in.

    That's... really creative. But seriously? No, that will never happen Court. And if it did happen, the situation would have to be every bit as silly as it sounds. Come to think of it, I think you could find a few examples of "pity knockout" like that in fiction... but the benefits are so non-existent that I doubt anyone would seriously consider this tactic.

    CourtFool wrote:
    Hit Points are supposed to be an abstraction anyway. A 1d6 attack against you when you are 100 is different than 1d6 against you when you are at 3. Most people I have played with narrate that final 1d6 as much more brutal than they would that first 1d6. So why should it matter if 1 point of damage was the final straw or 20 points?

    I'll confess, much of this idea is inspired by the Injury Damage variant we're discussing in another thread. In that system, the last hit is the "real one". So, with that background, the assumptions do make a bit of sense.

    Ideally though, this rule should stand alone without the injury damage variant. Or not, if there's a damn good reason.


    Evil Lincoln wrote:
    Rory wrote:
    However, you technically should not bleed slower because of your accomplishments in life either is also a fair statement?
    Actually, I would contest that. The case can be made that the toughest characters in the game should handle the dying condition better than the weaker characters. It's a matter of interpretation, surely, but I don't think it's a foregone conclusion.

    Tougher characters have larger hit dice, higher CON, and the Toughness feat. All of these do make the "toughest character" take longer to bleed out.

    (the whole level per round bleed thing isn't what you want tho, so let's skip to the last hit bleeding per round you do like)


    Rory wrote:
    (the whole level per round bleed thing isn't what you want tho, so let's skip to the last hit bleeding per round you do like)

    Well, I'm open to change if a better idea comes up.


    Evil Lincoln wrote:
    CourtFool wrote:
    Another side effect of basing the time on the size of the attack is you want to be taken down by a low damage strike. If you want to get really screwy, have one of your allies hit you with a crossbow bolt before the Big Bad gets his killing shot in.
    That's... really creative. But seriously? No, that will never happen Court. And if it did happen, the situation would have to be every bit as silly as it sounds. Come to think of it, I think you could find a few examples of "pity knockout" like that in fiction... but the benefits are so non-existent that I doubt anyone would seriously consider this tactic.

    I would totally do it. When at low hp, I'd have a 1st level warrior follower hold an action to hit me if the BBEG attacks me (or just tell my familiar to bite me). I'd much rather bleed out over the course of 15 rounds, rather than instantly -- it's almost as good as having an auto-stabilize option. Yes, it's silly in terms of being "unrealistic," but it's not silly at all in the sense that the rule is actively pushing you to do this, if you have any sense at all.

    Question: What if you get hit with a lot of stuff at once? (I'm thinking specifically of my wizard PC who got hit with six flame stikes simultaneously, dropping him from full hp to -5 instantly). Would all that damage count towards bleed? Or just one of them?


    Kirth Gersen wrote:
    Question: What if you get hit with a lot of stuff at once? (I'm thinking specifically of my wizard PC who got hit with six flame stikes simultaneously, dropping him from full hp to -5 instantly). Would all that damage count towards bleed? Or just one of them?

    Well, if we're talking about the Injury Damage variant, the first few flame strikes would be the ones that he aggressively dodged, or that his armor mitigated before it got all burnt up. Only the ones that put him below zero HP would reflect actually sizzling his tookus.

    I wouldn't know how to interpret it more generically. It's not like it makes more sense under the RAW, getting hit by all that fire and being just fine.


    Evil Lincoln wrote:
    It's not like it makes more sense under the RAW, getting hit by all that fire and being just fine.

    Wait. I thought we were just talking about the death timer here.


    Kirth Gersen wrote:
    I would totally do it.

    I was just trying to make a point. I think there are other, creative and more subtle, ways to exploit this. It essentially rewards whoever takes on the minions rather than squaring off with the Big Bad.


    CourtFool wrote:
    Kirth Gersen wrote:
    I would totally do it.
    I was just trying to make a point. I think there are other, creative and more subtle, ways to exploit this. It essentially rewards whoever takes on the minions rather than squaring off with the Big Bad.

    Doesn't this also hold true in the RAW, though?

    We don't see people readying non-lethal attacks to drop their allies when the big bad attacks.

    I'd frankly always rather be standing and attacking than out but safe. And it's not safe, anyway.

    The way that scenario actually plays out is this:

    Big bad attacks, ally thinks he'll be clever and save you the pain by hitting you with a light attack first. Ally hits you with a light attack, and you start to bleed a little. You're not unconscious, so you're still in the fight (as per the OP) so the big bad gives your ally a thumbs-up and hits you anyway for presumably more damage. Your ally is now your enemy.

    How is this optimal?

    Another way of putting it is, if you take MORE damage after the hit that brings you down, you should start to bleed for that much. If someone wants to pummel your unconscious body into a fine mist, that should be pretty tough to survive.


    O.k. Now I am really confused. By RAW, do you not take damage after you reach 0 HP? That really puts a new perspective on this discussion for me.


    Evil Lincoln wrote:
    Well, if we're talking about the Injury Damage variant, the first few flame strikes would be the ones that he aggressively dodged, or that his armor mitigated before it got all burnt up. Only the ones that put him below zero HP would reflect actually sizzling his tookus.

    Six identical casters, one roll by DM for Team Monster initiative = six SIMULTANEOUS flame strikes, not six of them in sequence. Or does the DM now roll intiative for every monster individually, just in case? It could work, but overall this variant seems like an awful lot to track -- you need to keep track of which attack dropped you, the exact damage it caused, etc. -1 hp/round, while an annoyingly static margin, is REALLY easy to keep track of.


    Evil Lincoln wrote:
    Another way of putting it is, if you take MORE damage after the hit that brings you down, you should start to bleed for that much.

    But not if you take less, obviously. Yeah, that could work. But it just seems like we're already starting to add a lot of verbiage and clauses to what, ideally, would be a simple and streamlined rule...


    Evil Lincoln wrote:


    Parse the consequences, my loyal army of ruleswonks! What would happen if you played this?

    Hey, I am NOT your minion! ;)

    Enough joking, more rulewonking...

    Not convinced about this whole 'bleed' thing. Sounds a bit swingy to me at first sight...

    However, there is something I love from Alexander's article; it gets rid of the dying condition; instead replacing it by the disabled condition with a conscious/unconscious tag and a stable/unstable tag.

    This streamlines the disabled condition into something both more usable and more dramatic. The only drawback (if it really is one), it either creates a rule applicable for PCs only (which goes against the spirit of 3.5/Pathfinder RPGs where everyone uses the same system), or it creates a lot more bookkeeping for the DM who now has to track which monster is disabled but conscious and could still play nasty tricks on PCs (or heal themselves, or raise the alarm etc) even after being defeated.

    When I first red that article, I immediately went back to my houserules folder and re-wrote the 'dying' part. Don't have the rules with me, but it's something along the line of:


      Below 0 hp, a creature becomes disabled. It must immediately succeed a Fortitude save (DC 10 + damage below 0) or loses consciousness.

      At the beginning of its next turn, the creature must roll a % dice and roll equal or below its CON score to stabilize (10 + Con mod. would also do). If the stabilization roll fails, the creature loses 1 hp. If the creature is conscious, it can perform a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act.

      [edit] The last part is taken directly from the RaW disabled condition.

      At the end of its round, a conscious creature must succeed another Fortitude save to remain conscious (DC 10 + updated hp below 0).

      A stable creature does not lose further hp, unless it perform a strenuous action. Any situation that create hp loss (including straining yourself when stable) makes you unstable again and you must roll every round to stabilize on your own.

      A disabled character is always considered overwhelmed (a condition that I created as a catch-all condition to apply when thing sucks. It replaces grappled, staggered, entangled, includes being denied DEX bonus to AC and therefore applicable when climbing or swimming without proper feat etc).

    I'm not sure if I should keep death at -CON or at -hp total. HP total seems a lot at high level, and not enough at 1st level...


    While I appreciate the concept on a thematic level, on a mechanics level a character has pretty much no incentive not to willingly fail the save and drop unconscious thereby making themselves less of a target. Damage outpaces healing. Unless you are one hit away from dropping the last enemy and averting a TPK, you are better off dropping unconscious and waiting for an ally to stabilize you. The closest incentive you have to remain conscious with this rule as written is to attempt to reduce the bleed damage, but as an active combatant, who is just spending his action to reduce the damage over time he is taking, he is basically just standing there getting hit which completely negates any gain. Even if he withdraws first, he is still in no shape to re-enter combat as the first hit will put him right back to bleeding out. Of course, why would they bother using their action to reduce the bleed damage they are taking by half when they could just use the standard action to make a heal check to stabilize themselves?

    Additionally, this is almost a form of hit point inflation. The "bleed out the damage that dropped you" is little more than trying to patch the fact that you have basically extended the bleed out time from rounds to minutes.

    The only mechanical plus to this is the Barbarian issue, which I resolved as a house rule by changing the way rage works. I removed the Con increase and replaced it with a DR increase. Hit points remain static, and the DR just soaks more damage.

    Details aside, the premise of this completely overlooks the fact that dead is a treatable condition. Even if one were to remove every magical way of bringing someone back from the dead, that still leaves anything short of actually dead as treatable and able to be recovered from. Dying isn't dramatic or realistic because it is easily cured. The dramatic component is that you are beyond healing and death is inevitable. This just simply does not exist in the game mechanics. The closest you can come is something like having Mummy Rot and being days away from someone who has the magic need to cure you.

    And the final nail I have for this coffin is that there is already a way to function past negative hit points. The Die Hard Feat.

    The only point you have that I haven't touched on is that negative hit point range for dying doesn't scale with level. For that I offer the simple solution of negative Con Score + Hit Dice.


    Freesword wrote:
    While I appreciate the concept on a thematic level, on a mechanics level a character has pretty much no incentive not to willingly fail the save and drop unconscious thereby making themselves less of a target.

    This happens in real life. It's called cowardice.

    Seriously, I don't see the potential for everyone taking themselves out of the fight. Sentient enemies are going to finish the job if you pass out or don't escape, and animal-intelligence enemies are going to tear you up for dinner.

    You are all telling me that you would seriously choose to go limp on the battlefield in order to avoid a pretty-much guaranteed death timer of 1 or more rounds... which is the same length of death timer you get if you are extremely lucky at mid-high levels by RAW.

    It's all the same to me, it's just a house rule suggestion. But I am just not seeing these incentives to take a dive prematurely.

    Freesword wrote:
    Additionally, this is almost a form of hit point inflation. The "bleed out the damage that dropped you" is little more than trying to patch the fact that you have basically extended the bleed out time from rounds to minutes.

    Staggered is pretty harsh. This IS an attempt to reconcile the bleed time — no cover-up there. Look, the problem now is that we have a fixed threshold of "dying" HP and an increasing amount of damage that characters face. This is what causes Rocket tag. If you extend the dying HP, it scales better with level. Adding HD# to Constitution for negative HP is something, but the attack damage is still waaaay outpacing the number of Negative HP, so you're going to drift back to rocket tag as you level up.

    Freesword wrote:
    The only mechanical plus to this is the Barbarian issue, which I resolved as a house rule by changing the way rage works. I removed the Con increase and replaced it with a DR increase. Hit points remain static, and the DR just soaks more damage.

    I don't think that's the only mechanical advantage. The goal, as per the Alexandrian article, is to widen the target for the disabled state. By RAW, it's statistically unlikely that characters will ever hit the disabled state after level 1-3, and even then it's improbable.

    We still want a death timer, and we want severe consequences for falling below zero. What I've suggested may not be perfect, but it's not the total joke people are making it out to be. The notion of people falling out of combat to save themselves from a potential 1 or 2 round bleedout (only in the case of biiig damage, mind you) is ridiculous. People could do that in the RAW, and they don't. It's a total fabrication.

    Freesword wrote:
    Details aside, the premise of this completely overlooks the fact that dead is a treatable condition.

    That is tangential at best. I don't even see how it's relevant. Availability of death-cures is a GM-specific kind of thing, but I run the RAW pretty closely and its still pretty hard. I've never heard a player say "oh well, I guess I'll just die and be rezz'd" and I don't go to any specific lengths to stop those spells.

    Freesword wrote:
    And the final nail I have for this coffin is that there is already a way to function past negative hit points. The Die Hard Feat.

    I called this out upthread. I don't seen any coffin. I really respect your opinion, Freesword, but I don't think you looked at this long enough to give a fair assessment. I think people are paying way to much deference to the idea that people would drop out of the fight to save themselves. It wouldn't even work. The BBEG would just move on to the next target and slit throats when he finished. In the scenarios where it would work — when you could somehow combine passing out with hiding — then that's actually a realistic thing that happens on battlefields. I still don't imagine any player opting in to that silliness.

    Anyway, I'm a little surprised by the dismissal I've received on such a young idea here, so I apologize if anything in this post seems snappy or defensive (or worse yet, personal). I'm standing my ground on this one, and reasoned rebuttals are more than welcome.


    Evil Lincoln wrote:
    Anyway, I'm a little surprised by the dismissal I've received on such a young idea here, so I apologize if anything in this post seems snappy or defensive (or worse yet, personal). I'm standing my ground on this one, and reasoned rebuttals are more than welcome.

    Again, all of the proposed scamming the system aside, my biggest issue is that it seems to create a disproportionate amount of stuff to keep track of, as compared to the benefit it provides. I'd have to see it in actual play to decide for sure, but I suspect that the annoyance of the additional tracking of things would, for me, outweigh the pleasure of what it adds. Again, that's only a gut feeling; I'd have to playtest it first.


    Kirth Gersen wrote:
    Again, all of the proposed scamming the system aside, my biggest issue is that it seems to create a disproportionate amount of stuff to keep track of, as compared to the benefit it provides. I'd have to see it in actual play to decide for sure, but I suspect that the annoyance of the additional tracking of things would, for me, outweigh the pleasure of what it adds. Again, that's only a gut feeling; I'd have to playtest it first.

    Thank you for the second look, Kirth. I'll grant you that, it is more complex. You have a variable step size on the timer instead of losing 1 hp per round.

    That's a level of complexity I'm willing to accept. "Dude, you're down and you lose 16 hp per round" is something I can handle, but if that's what turns some people off, I understand.

    I'm really keen to hear a defense of the "scamming" possibility, because I feel like I've debunked it. If it's a real potential problem, I'd love to know.

    And thanks again to everyone who is even looking this over, I do appreciate it.


    I apologize for the tone conveyed by that "last nail in the coffin" remark. I really see this as overly complicated and mechanically inelegant for the small amount gain, most of which can be achieved with smaller, simpler tweaks.

    On further examination I have found a mechanical incentive not to voluntarily fail the save and go unconscious. If an ally were to provide a significant heal that would get you back into the fight, you wouldn't have to spend actions getting up and picking up your weapon.

    You do have a point that the disabled state is all but unreachable except as an edge case. If one wanted to make it more common, then one could simply have Fort save based on how far negative you've been hit to stay conscious (or spend 2 feats to get Die Hard), but that just means you are still an active target. It is rare to coup de gras an unconscious opponent while there are active opponents to deal with (the exception being sleeping opponents to keep them from waking up and joining the fight). However it is even more rare to stop targeting an opponent who is almost down.

    The biggest change this introduces is that instead of being out of the fight and unconscious at negative hp, you can now be actively in the fight until dead. Honestly, I would rather increase the likelihood of down and surviving barring coup de gras.

    If anything, further consideration of this makes me see it for what it is. It is imposing damage penalties while retaining full capability as long as your hp > 0.

    As for Con Score + Hit Dice still not scaling enough, How about (Hit Dice x Con Mod) + Con Score?

    I guess I can see the potential in increasing the bleed out time as level increases.

    Perhaps instead of basing the bleed out timer on negative Hit Points, have it a set number of rounds equal to Con Score + Level. You still add negative hit points unless you stabilize, but that just changes your recovery time, not your death threshold. Then perhaps I could see negative total hit points as an auto death trigger, like coup de gras or massive damage. (Although at low levels that can still be hit long before your timer runs out.)

    Grand Lodge

    I am in the "mmmm... I don't know" camp and a little conservative when it comes to this sort of thing.

    But one thing that I would take away from it as a POTENTIAL concept I may use... HP totals swing both ways from the value of 0 and that the damage that dropped you simply rolls thru on the next round until dead.

    If a great axe hits a guy for 45 pts (and yes, I concede that its not ALL Injury damage, severed arteries and the like) then it just seems unlikely he'll just trickle away after going unconcious.

    Instead it creates a dramatic tension of "Brugo is down, blood pumping from the rend in his chest" and the players KNOW hes a gonner next round unless they can get to him.

    Otherwise, base damage on the dice that put the character there... a rapier knocks some one down to 0? Next round they take 6 damage, Greatsword? 12.


    Helaman wrote:

    I am in the "mmmm... I don't know" camp and a little conservative when it comes to this sort of thing.

    Otherwise, base damage on the dice that put the character there... a rapier knocks some one down to 0? Next round they take 6 damage, Greatsword? 12.

    That could be interesting...

    There also the possibility of losing a dX number of hit points per round instead of 1 point per round (as in RaW) or any other fixed (and therefore predictable) amount of ongoing damage.

    If a character was losing d6 points per round, that could result in ssome cases of survival against all odds and put a stop to the metagame-y "he's good for 7 more rounds, so we've got time".

    findel.

    Grand Lodge

    Laurefindel wrote:
    Helaman wrote:

    I am in the "mmmm... I don't know" camp and a little conservative when it comes to this sort of thing.

    Otherwise, base damage on the dice that put the character there... a rapier knocks some one down to 0? Next round they take 6 damage, Greatsword? 12.

    That could be interesting...

    There also the possibility of losing a dX number of hit points per round instead of 1 point per round (as in RaW) or any other fixed (and therefore predictable) amount of ongoing damage.

    If a character was losing d6 points per round, that could result in ssome cases of survival against all odds and put a stop to the metagame-y "he's good for 7 more rounds, so we've got time".

    findel.

    Okay - so tracking multiple hits? I'm trying to think this out to a final conclusion...

    He's downed with a longsword (and so takes D8), what happens if they keep stabbing him?

    I think damage as normal and the bleed damage is the largest weapon he was hit with + # of additional hits he took.

    So I am -1 hps thanks to an arrow (D8).

    I am hit by 2 more arrows (and so lose 2D8 normally) and a great axe (and lose D12). For bleed I take D12+2?

    Grand Lodge

    This could totally lead to a Boromir situation where he is upright by sheer force of will and still taking arrows... and still bleeding out when Aragorn and co. arrive.


    Helaman wrote:


    Okay - so tracking multiple hits? I'm trying to think this out to a final conclusion...

    He's downed with a longsword (and so takes D8), what happens if they keep stabbing him?

    I wasn't thinking beyond a universal 'take d6 damage every round when below o hp', but tying it to the weapon that dropped the opponent is a cool idea.

    It would need to keep the highest 'hitter' otherwise you might run into aberrations such as "No! Don't finish him off with your dagger! Joe dropped him with his battleaxe so he'll die quicker if you just leave him alone!".

    Dark Archive

    i like to use a massive damage threashold of either 25+1 per level

    alternatevely i was thinking about adopting the rule from d20 modertn and making massive damage equal con score (maybe double it)


    Helaman wrote:


    Otherwise, base damage on the dice that put the character there... a rapier knocks some one down to 0? Next round they take 6 damage, Greatsword? 12.

    This is along the same train of thought I was going with.

    Laurefindel wrote:


    There also the possibility of losing a dX number of hit points per round instead of 1 point per round (as in RaW) or any other fixed (and therefore predictable) amount of ongoing damage.

    I like this approach.

    Helaman wrote:

    Okay - so tracking multiple hits? I'm trying to think this out to a final conclusion...

    He's downed with a longsword (and so takes D8), what happens if they keep stabbing him?

    I think damage as normal and the bleed damage is the largest weapon he was hit with + # of additional hits he took.

    So I am -1 hps thanks to an arrow (D8).

    I am hit by 2 more arrows (and so lose 2D8 normally) and a great axe (and lose D12). For bleed I take D12+2?

    I would assume that this is in addition to damage dealt by the extra hits as well, correct?

    Also, in the advent that a crit takes you down, I would add the modifier to it.

    So by the example given above it might look something like this:

    Weapon: Greataxe

    - Downed= D12\round bleed out.

    - Downed by Crit= D12+3\round.

    - Multiple hits= D12\hit (enemy's turn), then D12+# of hits\round (your turn)

    - Downed by Crit + Multiple hits= D12\hit (enemy's turn), then D12+3+# of hits\round (your turn)

    Now for spells, maybe something like this:

    Spell: Fireball

    - Downed= D6+1\die above the first\round (5d6= D6+4 smolder)

    Spell: Acid Arrow (not counting 2d4\round\3 CL)

    - Downed= D4+1\round

    - Downed + Crit= D4+1(extra die)+2(crit)


    Helaman wrote:
    Otherwise, base damage on the dice that put the character there... a rapier knocks some one down to 0? Next round they take 6 damage, Greatsword? 12.

    It's well-known that I'm very much against the pervasive "OMG SUPER GIANT WEAPONS ARE TEH ROXXOR!!!!!!!!!!!" trope in the game, so bear in mind that any suggestion that exacerbates it will be met with reflexive disapproval on my part.

    Still, I'm trying to look past that, and I'm seeing a rule that drastically favors spellcasters as the super-killers, because it's hard for anyone's sword, even a 10-ft.-long Anime one, to compete with a 15d6 flame strike when it comes to bleed damage. Fallen Mage's caveat (+1 per additional die) helps some, so you're looking at 20 hp/rd. bleed from the flame strike (vs. 4 from cutting someone's throat with a dagger, remember) -- but, more importantly to me, it requires yet another caveat/explanatory note in the rules text.

    Which hits up against an idiosyncratic limit that may or may not exist for each person using it: how long, in terms of word count and number of subordinate clauses, are we comfortable with a rule being?


    The only part of this that holds any interest of mine is the concept of remaining conscious but disabled at >/= -1hp. I feel like it could have some nifty RP scenarios, especially in situations where there is some way a PC can still contribute (such as making a Fort save to muster the strength to shout a warning, maybe granting an ally +1 to a save or AC for the round). The purpose there being only to keep a negative HP PC in the game and engage the player.

    Actually, 'findel's mention of stabilization rolls using your Con score for your stabilization range is kind of awesome. I really like that and I'll be running that by my players next session. It rarely comes up because we still use Eberron style action points, but it is definitely a flavorful mechanic that can increase tension when the more frail characters drop (and they know who to watch out for).

    Otherwise, I feel like the original idea would overcomplicate the game. If I am to be totally honest right now, I haven't even seriously considered scenarios where this might apply to my games, because it would slow us down. I can't get on your wave length here, EL, because it's out of my comfort zone.

    One last comment, regarding falling unconscious at -1: Let me preface by saying that I know you are not looking for realism, and I do not claim to have a med school degree, just a passing interest in maintaining a *semblance* of realism for immersion purposes. I just want to point this out because of the disassociation I see with the mechanic. I think falling unconscious at -1 is an abstraction of some sort of shock. Going into shock is a physiological defense. Maybe you understand that, and that's why you include the Fort save to maintain consciousness, but I would think that willingly fighting your body's natural reaction to succumbing to system damage could be very dangerous*. In remaining conscious, you would be fully aware of the pain (staggered), but also without massive amounts of will power you could inadvertently increase your heart rate in excitement/anxiety/fear/anger/whathaveyou and cause your injuries to speed the "bleed out" process up.

    Again, I don't have any medical background, just passing knowledge of the body from A&P and some brief first aid at basic training. In a fantasy game, staying conscious sounds heroic, and you see it in movies a lot, but it's something to consider. Choosing to fall unconscious may not even be a Fortitude thing, it could just as easily be justified as a Will save.

    *"But they're already in danger in combat!" Well, yeah, of course, there's that, BUT the PC should make a judgment call there: Am I in more danger if I just lay down, or should I fall and wait for my friends to come to my aid? It isn't a matter of cowardice. Not every hero has to put himself into MORE danger just because he's on the losing side of the DPR. A hero (PC) should know when he HAS to survive an encounter to be able to go on later, to stop the BBEG or otherwise. Not EVERY encounter is the final boss, and if playing dead this time to be able to trade steel with the CR 28 Lich at the end of the tunnel is what needs to be done, it shouldn't be met with disdain.

    EDIT: "One last comment" turned into a rant. Apologies.


    Kirth Gersen wrote:

    Still, I'm trying to look past that, and I'm seeing a rule that drastically favors spellcasters as the super-killers, because it's hard for anyone's sword, even a 10-ft.-long Anime one, to compete with a 15d6 flame strike when it comes to bleed damage. Fallen Mage's caveat (+1 per additional die) helps some, so you're looking at 20 hp/rd. bleed from the flame strike (vs. 4 from cutting someone's throat with a dagger, remember) -- but, more importantly to me, it requires yet another caveat/explanatory note in the rules text.

    ?

    No caveat — the rule is functioning as expected, I think.

    Let's say you take 52 damage from a 15d6 flame strike. Given a 15th level fighter with around 140 hit points, and let's say he had 20 left when the flame strike hits. That puts him at about -30-ish, with a two or three round death timer.

    Compare the same scenario to the RAW, which is instant death.

    Note that altering the duration of the death timer is not a stated objective of this house rule. The stated objective is to increase the frequency with which the dying state occurs (i.e. eliminate rocket tag), and to do so in a way that scales with level. The Raw makes the dying state an ever narrowing target, and the disabled state even moreso. That's the perceived problem.

    I think the rule language is quite simple: you have negative HP equal to your max HP, and you lose an amount each turn equal to the attack that dropped you. If you take a more severe hit while dying, use that number instead. What more subordinate clauses are necessary?

    Please continue to pick this apart mercilessly. I am growing more confident that it actually works as desired. Give me your best shot!


    Rule restated for clarity:

  • A creature has negative HP equal to its max HP.
  • When below zero HP a creature loses an amount each turn equal to the attack that dropped it.
  • If it suffers a more severe hit while dying, it begins to lose that number instead.
  • A dying creature makes a fort save DC xx (TBD) to remain conscious.
  • A conscious dying creature is staggered may take a standard action to reduce the damage by half.

    Let's take table 1-1 from the Bestiary, and extrapolate the high and low damage into death timers. We'll presume a d8 HD class with a +1 con, and a d10 HD class with a +3 con as the targets.

    We'll also assume a critical hit, just to be fair (although I've tabulated standard its for high damage and low damage as well).

    By RAW, then, you will hit the dying state at levels 1-4, presuming you have half as many (positive) HP remaining as the attack deals, which in my experience is a fair number to choose for battle conditions. At third level, a single, devastating attack might deal 26 damage (in an extreme case), and a strong HD character might have 13 of his total 42 hit points left. By Raw, this kind of attack puts that character at -13 HP, three points shy of his 16 Con, or a death timer of 3 rounds.

    The house rule would also put the same fighter at -13, but he's going to -42 instead of negative Con. This doesn't work out very well for him, if he's losing 26 damage a turn. After 1 round, he will be at -39, and the next round he will be dead. If conscious, he can "grit his teeth" and take only 13 damage. This buys him a couple of rounds, and maybe he can get into position for a Pyrrhic victory, or get healing.

    However, to take a higher level example, I think we can see how this system makes the dying condition scale with level!

    At 8th level, our same fighter has 90 hp total. The extreme-case monster attack damage is 70 damage in one shot. If we allow a current HP of 35 for the fighter, he will be at -35. He's dead by RAW. He has one round of dying by the houserule.

    Indeed, at around 4th level, the prospect of a character surviving a devastating attack becomes impossible by RAW. Using this house rule, the toughest characters can expect one round of "last hurrah" before they die, and maybe can get healing or heal themselves if they are still conscious.

    Do bear in mind that the damage numbers are intentional overestimates. In most cases, the damage would be halved, and so the expected death timers would be doubled. For low-damage attacks, the death timer would further increase, to and average of 4-8 rounds dying before death. This is about how long it is by RAW at levels 1-3, except this rule scales with level!!!

    Many of these numbers are estimates, informed by the Bestiary and Character HD. If you feel I'm way off, please tell me.


  • What if you factored in CON to the bleed damage. Presumably a tougher character could "grit it out" better than a wimpier one.

    Using your example of an 8th level fighter at 35 hp and then takes a 70 hp hit. He's at -35 and dying. Next round he bleeds 70 hp(the hit) - 16 CON (based on +3 given) for a total of 54 hp. He's now at -89. That fighter's high CON just bought him one more round.


    Wildebob wrote:

    What if you factored in CON to the bleed damage. Presumably a tougher character could "grit it out" better than a wimpier one.

    Using your example of an 8th level fighter at 35 hp and then takes a 70 hp hit. He's at -35 and dying. Next round he bleeds 70 hp(the hit) - 16 CON (based on +3 given) for a total of 54 hp. He's now at -89. That fighter's high CON just bought him one more round.

    Interesting notion, but isn't Con already a factor in Max HP? Theoretically, high Con characters are already getting longer death timers in this system. I'm also scared by that additional math a little.

    I do honestly appreciate the creativity of the suggestion, though.


    Personally, (and I haven't playtested your ideas), it seems you would have better results going with something like the Star Wars/Spycraft system of having two kinds of hit points.

    They have vitality and wounds, and vitality goes first. Taking wound damage could easily put you into a 'hurt' status, and it seems mechanically easier to deal with.

    (Maybe that's because I already know how those rules work)

    One side effect of your rules is that the coup-de-grace becomes almost automatic for intelligent opponents. The bleed damage on a coup-de-grace will almost automatically finish anyone. I see this becoming more common.

    ----------------------------------------------------------------
    You may find that you want a 'wounded' status in your game. It also serves to make combat less lethal. Because badly wounded people can be safely ignored most of the time, the opponents can then proceed to do whatever it is they came for. (steal Macguffin, rescue prisoner, etc.)

    It only fails when the purpose of the battle is "I have sworn to kill you", in which case you're no worse off than before.

    Wounded status effects also give a boost to blasters, often the only characters capable of hurting a bunch of people at once. Talk to Kirth more about that, he's got more experience with it.


    Ok, I've been looking at the death and dying rules (this one, core, and my own) and possible options.

    I do like the idea of reducing the "one big hit takes you from OK directly to dead" at higher levels.

    I do not like the bleed damage being based the wound that dropped you.

    I prefer de-coupling bleeding out and hp total.

    Keep the rate fixed, but have it be 5 + 1/2 hit dice rounds. That means reduced to negative gives a minimum of 5 rounds to stabilize and (based on a 20th level character) a max of 15.

    Stabilizing stops the count and getting wounded while stabilized in negative restarts it. Taking damage while bleeding just adds negative hp.

    The max negative hp threshold can then be moved to total hp without affecting bleed time, just recovery time. Once that is hit the character is dead regardless of other factors, their body is just too badly damaged to continue functioning.

    I still like having the possibility of instant death from the wound that drops you so I'm thinking a Fort save based off of the massive damage rules. Of course I thought the fixed DC of 15 for massive damage was too easy after a certain point and changed it to 15 + 1 for every 5 points of damage above 50. I could see this roll being triggered every time you take non-bleed damage while at negative hp, but this could however prove particularly deadly at low levels, so I'm thinking a threshold of Con score negative hp has to be reached before Fort saves vs death become necessary. It adds complexity, but low levels become too deadly otherwise.

    I would not be against giving a character put into negative their next action at the disabled condition before dropping.

    Notes on my house rules:

    Starting first level hp are max + 10.

    Heal skill: Revive the dead: A character who had died from loss of hit points, massive damage, or an ongoing condition (like drowning or poison) may be brought back to life. The character can only be brought back in this way within their Con modifier minutes after death (minimum of 1 minute). First the condition causing death must be removed (usually by magic). (This does not apply to massive damage if the character's hp is still above negative Con score.) Then a heal check DC = 15 + number of rounds the character has been dead must be made. Unlike most skill checks a natural 20 is an automatic success regardless of whether or not the DC is met. Additionally there is a consequence for failure (meaning it is not possible to take 10 or 20). If the check fails, the character takes 1 point of nonlethal damage. If a natural 1 is rolled, the damage taken is actual hit point damage.

    Magical resurrection is all but unavailable.

    Damage penalties similar to Kirth's. (see Kirth's Houserules thread)

    I'm also looking to have magical healing merely convert damage to non-lethal.

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