| Bihalurzakas |
When you knocked down and already got persistent damage (lets say bleeding 2) is it nonsene to throw the save dice, because if you succed the DC and got 1 Hitpoint back, at the end of the round you got the bleeding damage. The rules on p. 295 say:
If you take damage while you’re already unconscious, apply the same effects as if you had been knocked out by
that damage.
This means you go to 0 Hitpoint and get one additional dying point. Thats the same result as if you failed the save throw. (Ok, its better than a critical failure, so it is not totaly nonsense to throw).
What also can change is the DC (only can get harder):
If the recovery save DC for the new damage
is higher than your current recovery save DC, start using
the higher DC.
So I have to remember who did the persistent damage (maybe rounds before) to find out if the DC is now maybe harder?
| Dr. Dwaynage |
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I need help with persistent damage. Per the rules on page 323, a flat check DC 20 is required to remove the damage, and when you do, you only remove one effect. This means bleed 2 requires you to be healed to full hit points, or you need to make two 20 rolls. If you use an action, you make that a dc 15. This means that without using an action, you will have a 1 in 20 chance of removing bleed 1. Since this is a flat check, nothing can modify it. Which means at level 12, you still only have a 1 in 20 chance of making the save to remove bleed 1. Monsters at level 12 can give bleed 5. Which means you need to make 5 of these improbable saves. Even at 1 in 4, if you do an action, you still have a 1 in 800 chance of doing it in 5 saves. Either the whole party will be using all their skills to remove the damage, or most characters are going to bleed out.
Or am I missing something?
| Fuzzy-Wuzzy |
| 3 people marked this as a favorite. |
I need help with persistent damage. Per the rules on page 323, a flat check DC 20 is required to remove the damage, and when you do, you only remove one effect. This means bleed 2 requires you to be healed to full hit points, or you need to make two 20 rolls. If you use an action, you make that a dc 15. This means that without using an action, you will have a 1 in 20 chance of removing bleed 1. Since this is a flat check, nothing can modify it. Which means at level 12, you still only have a 1 in 20 chance of making the save to remove bleed 1. Monsters at level 12 can give bleed 5. Which means you need to make 5 of these improbable saves. Even at 1 in 4, if you do an action, you still have a 1 in 800 chance of doing it in 5 saves. Either the whole party will be using all their skills to remove the damage, or most characters are going to bleed out.
Or am I missing something?
Where does it say that making the save only removes 1 point of the persistent damage? I'm pretty sure it removes the entire effect. And "bleed 5" is one effect, not five.
| Tridus |
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Flat DC 20 is too difficult for what persistent damage does. Even 15 is something you're going to fail 70% of the time you roll it.
Either it needs a rounds duration limit, or something you can do to more effectively end it. It's kind of silly right now that rolling badly can cause you to bleed out from a relatively minor injury even if you have someone with Medicine there trying to help you.
I'd change it so that if a Medicine check succeeds, it immediately drops the effect down (ie: bleed 2 becomes bleed 1). So while it will take a while to treat someone who has severe bleeding issues (bleed 5), a sufficiently skilled medic could do it in 5 rounds with a reasonably lower chance of failure.
That also helps buff Medicine, which frankly could use it.