Confused about Unconcious Condition


Running the Game


So, I was wondering if anyone came across anything other than the straight Fort save that allowed a character to remove the unconcious condition?

So far, I see no spells, feats or rules regarding that. Even if an unconcious character is healed to full, they still sit there like a log waiting for the dice to determine what happens. Which all but removes the power of other party members to help their fallen comerade.

On another, related, note, there is this in the description of the Medicine Skill:

"Administer First Aid...
"You perform first aid on an adjacent creature that is at 0 Hit Points in an attempt to stabilize or revive it."

It states "at 0 Hit Points" which would suggest it only moves the target from being at 0 to not being at 0. However, what does Revive mean? Is that a means of bringing someone out of the Unconcious condition? If so, there's no other mention of "revive" anywhere that I can find.

So far, it's looks like I'll be house-ruling it, as having a player out of the fight completely, regardless of how much their party members help them, simply because of some bad dice rolls seems a bit extreme and frustrating for the player.

Dark Archive

It appears that you must pass a Fort check to regain consciousness. First Aid only mentions the gaining of 1 hp. The addition of the recovery DC to a monster stat block would be an efficient addition.


Given how easy crits are, I'm spitballing a change to the Dying rules.

In this change, people still drop at 0 HP, but the default status at 0 HP is 'staggered' instead of dying. Staggered is a new condition where you're vaguely conscious but not able to fight. The consequence of this change is more Hollywood-esque style knockouts of heroes. Crits that drop you to 0 can cause you to bleed out, and since crits are fairly common in PF2, the system is still dangerous. But I think this has a bit more nuance and works better to capture the tropes of fantasy storytelling.

...

PF2 Dying Proposal – Three Stages
You can reach three possible conditions when you are reduced to 0 HP - Staggered, Unconscious, and Dying. As you're Dying, you suffer progressively more serious Drained conditions, which reduce your maximum hit points. Once your max HP is reduced to 0, you die.

A creature that's reduced to 0 HP is Staggered if it has any Hero Points, or is Dying if it has no Hero Points.

(PCs start each session with a Hero Point. The GM might grant them to prominent NPCs as well.)

Regardless of Hero Points, if the attack that dropped you to 0 was a critical hit, you are Dying. If the attack that drops you to 0 HP is nonlethal, you're Staggered, or are Unconscious if the attack was a critical hit.

A Staggered creature that takes nonlethal damage equal to or greater than its level becomes Unconscious.

A Staggered or Unconscious creature that takes lethal damage equal to or greater than its level becomes Dying. A Dying creature that takes lethal damage equal to or greater than its level worsens its Drained condition by 1 step. (See below.)

An Unconscious or Dying creature that gains any HP regains consciousness and becomes Staggered.

Staggered
When you are staggered you fall prone, drop what you're holding, and are stunned. You're still aware of what's going on, but can't act except to speak haltingly.

* While Staggered, you make a Fort save at the start of your turn (DC 20). If you critically succeed you go to 1 HP and lose the Staggered condition, but are Slowed 1 for one round. (You have one fewer action.) If you succeed, everything stays the same. If you fail, you fall Unconscious.

* If you are already at 1 HP or higher but are still staggered, on a success you lose the Staggered condition but are Slowed 1 for one round. There’s no consequence for failing.

Unconscious
You are helpless, prone, and can take no actions. You do not need to make saves each round. An ally can spend an action and make a Medicine check (DC 15) to end the Unconscious condition and instead make you Staggered.

If not accosted, make a Fort save (DC 20) at the start of each day. If you succeed, you heal as if you had rested a day, which ends the Unconscious condition. If you fail you remain unconscious and do not heal. Eventually you might die from starvation or exposure to the elements.

Dying
When you gain the Dying condition, you also gain Drained 1. (This is an existing condition used by stirges, wraiths, and other foes. Your max HP is reduced by your level x your Drained value. Multiple Drained conditions stack. If your max HP is reduced to 0, you die. Normally you recover Drained at a rate of 1 per day of rest.)

While Dying, you make a Fort save at the start of your turn (DC 20). If you critically succeed you end the Dying condition and become Unconscious. A failure causes you to be Drained 1. A critical failure causes Drained 2.

You can spend a Hero Point at any time to end the Dying condition and become Unconscious.

While you have the Drained condition due to Dying, if you receive healing that restores HP equal to or greater than your level, reduce your Drained condition by 1, then heal those hit points. The restoration spell at 4th level can also restore the Drained condition.


A very innovative way to approach it. Personally, I was thinking of something a little smaller, just for the convenience of having to learn all the other new rules.

My own idea for house ruling consisted of:

1) Adding +1 bonus to the Fort save for every 10% of your hit points you have.
2) Letting Medicine take care of the situation by subbing a Medicine check for the Fort save, against the same DC.
3) Throwing in a new spell (possibly a cantrip) that allows you to wake someone up.
4) Auto wake-up at (75%?) hit points.

Feels like that gives enough options that any party compliment has at least 2 different ways to deal with the situation that don't involve leaving their buddy to "sleep it off".

Liberty's Edge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I like the auto wakeup at half max hit points. If the cleric makes it to you and heals you well, you wakeup.

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