Drowning - Interaction with Dying from other causes & Hero Points


Rules Discussion

Grand Lodge

Had someone get KO'd in the water in a game the other day & found the rules weren't as clear as I'd have liked... wondering if anyone else has been able to work this out better than me?

1) If you're swimming on the surface and go unconscious from damage and sink, do you get to hold your breath still for 5+con, or do you go straight to suffocating? The rules say "When you run out of air, you fall unconscious and start suffocating" - so by one reading being unconscious for another reason shouldn't start that.

In the game we decided that it seemed wrong to let an unconscious person hold their breath & skipped to suffocating.

2) If you die from the fortitude save Drowning, can a hero point save you? Obviously it'll give a reroll but can it be used to simply "avoid death"? Technically the dying condition didn't increase which is the listed time you can do it.

The player didn't have the hero point so I didn't have to make a call, but I'd have eer'd towards saying yes as I think it's in the spirit of the rule (And in general I tend to be lenient if a character's life is on the line & there's any grey area).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

My response would be (and I know it's wrong to use real life for game scenarios) that holding your breath is a conscious action. If you dropped an unconscious (not just sleeping) person in the lake, they'd take in water and drown.

In example 2, a Hero Point to reroll the Fortitude save for drowning.
But I don't think you can use it to stabilize. I mean, you could. But if you dropped an unconscious and stable person in the water, they'd drown.


I would allow a character to use a hero point to stabilize wile in the water which would make the character float to the surface face up (if at all possible) and not drown for a "wile" depending on the situation maby be washed ashore with possible int and wis penalties for a wile to represent some brain damage. If it doesn't make sense for the character to float up (ie they are in full plate or in an underwater cave or just way to far underwater) then I as the GM would "try" to invent a situation where the character could possibly survive... it is a fantasy world after all (magic kelp that grants water breathing/magic air bubbles/passing silkie or murfolk/Swallowed by a whale) but I'd make sure the player understands this is an exceptional circumstance and not to expect this kind of thing all the time I'd be more lenient if the player had multiple hero points being spent since you spend all current hero points to stabilize.


Why is the PC sinking in the first place? Unconscious human bodies float. If the blow that downed him came from the front, he'd likely fall backwards, and thus be floating face up. I suppose if he was wearing Full Plate or something he'd sink, but at that point, he made a foolish choice to swim in the first place.


Aratorin wrote:
Why is the PC sinking in the first place? Unconscious human bodies float. If the blow that downed him came from the front, he'd likely fall backwards, and thus be floating face up. I suppose if he was wearing Full Plate or something he'd sink, but at that point, he made a foolish choice to swim in the first place.

Unconscious human bodies only float some of the time (depending on body type, with equipment & backpacks playing a large factor). Have you not held your breath and floated to the bottom of a pool or pond? And that's with extra air.

(Plus, my brother as a toddler floated down to the bottom of a swimming pool. Thankfully my uncle noticed his absence & my sister staring into the pool and put two & two together.)

And floating on one's back w/ mouth & nose outside the water is unlikely too.
An older corpse floats well, much due to postmortem bacterial chemistry.
Gangsters don't have problems dumping the body in water, they have problems with the body returning a few days later!

That said, it's the heroic high fantasy genre and they're spending a Hero Point, so they should be given "one last chance" to survive or be washed ashore or find driftwood or so forth.


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The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Squiggit wrote:

The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.

Avoid death for how long, tho?

You're avoiding death while in the middle of a situation that will just cause death again.

Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?


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Ched Greyfell wrote:


Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?

Lot of straw there.


Squiggit wrote:
Ched Greyfell wrote:


Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?
Lot of straw there.

Straw Golems are the best golems!!!

(To debate that is.)


Ched Greyfell wrote:
Squiggit wrote:

The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.

Avoid death for how long, tho?

You're avoiding death while in the middle of a situation that will just cause death again.

Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?

I wouldn't say it's a matter of how long. The hero point gets the hero out of that particular situation. It's the GM's job to figure out how.

"Oh look, the hero landed in some reeds and gets to not drown."

Or maybe

"Some fishermen who heard the commotion helped the hero while his pals fought off the baddies. Now they are wondering if the heroes can help them do XYZ."

Hm, the player doesn't lose their hero arbitrarily and the GM has an adventure hook to boot.


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Combat Monster wrote:
Ched Greyfell wrote:
Squiggit wrote:

The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.

Avoid death for how long, tho?

You're avoiding death while in the middle of a situation that will just cause death again.

Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?

I wouldn't say it's a matter of how long. The hero point gets the hero out of that particular situation. It's the GM's job to figure out how.

"Oh look, the hero landed in some reeds and gets to not drown."

Or maybe

"Some fishermen who heard the commotion helped the hero while his pals fought off the baddies. Now they are wondering if the heroes can help them do XYZ."

Hm, the player doesn't lose their hero arbitrarily and the GM has an adventure hook to boot.

Fishermen catch an adventurer with a plot hook.......

"Look Salty Bob. You just gotta know how to use the right bait and where to toss in your line. I've caught 3 Paladins and a wizard just today".....


Combat Monster wrote:
Ched Greyfell wrote:
Squiggit wrote:

The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.

Avoid death for how long, tho?

You're avoiding death while in the middle of a situation that will just cause death again.

Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?

I wouldn't say it's a matter of how long. The hero point gets the hero out of that particular situation. It's the GM's job to figure out how.

"Oh look, the hero landed in some reeds and gets to not drown."

Or maybe

"Some fishermen who heard the commotion helped the hero while his pals fought off the baddies. Now they are wondering if the heroes can help them do XYZ."

Hm, the player doesn't lose their hero arbitrarily and the GM has an adventure hook to boot.

So spending the Hero Points also turns off all persistent damage effects?


This is a perfect illustration of how inadequate the CRB Hero Point implementation is.

Let me link to an alternative:
https://paizo.com/threads/rzs42xoe?Hero-Points


Actually the CRB implementation is perfectly fine. It's the super nerf from the errata that makes it not very heroic.


Tim Schneider 908 wrote:

Had someone get KO'd in the water in a game the other day & found the rules weren't as clear as I'd have liked... wondering if anyone else has been able to work this out better than me?

1) If you're swimming on the surface and go unconscious from damage and sink, do you get to hold your breath still for 5+con, or do you go straight to suffocating?

IRL you would continue to breathe in water and start suffocating, and life vests are designed to turn people onto their backs to prevent this.

In your game, make your own call.

The game allows you to swim in armor so they probably want you to live in the water. IRL you can’t swim in full plate mail.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

In PF1, I would say the fisherman rescuing the PC was perfectly viable. Hero Points were gained 1 per level with a max of 3. In PF2, you get a Hero Point at the beginning of every game session. A free get-out-of-death-free card every session is kind of wah-wah-wah to me.


Aratorin wrote:
Actually the CRB implementation is perfectly fine. It's the super nerf from the errata that makes it not very heroic.

The CRB implementation was always intended to be extremely limited - yes, you lose the Dying condition and stabilize, but you can easily be damaged again, completely negating the power of the Hero Point(s) spent.

Errata or no errata.

If you don't think that is "perfectly fine", I offer an alternative, here: https://paizo.com/threads/rzs42xoe?Hero-Points


The thing is that you can't have a means of surviving the pulverization of your home planet to make way for an intergalactic highway and a re-roll of one die each evening of play both in one system.

And while my preference is on the once-in-a-while "oh-sh1t" button represented by the old hero points at least for PF2 it seems the devs were going for the later option, which is a dynamic way to mitigate few bad rolls, but not the old get-out-of-jail card.


Ubertron_X wrote:

The thing is that you can't have a means of surviving the pulverization of your home planet to make way for an intergalactic highway and a re-roll of one die each evening of play both in one system.

And while my preference is on the once-in-a-while "oh-sh1t" button represented by the old hero points at least for PF2 it seems the devs were going for the later option, which is a dynamic way to mitigate few bad rolls, but not the old get-out-of-jail card.

Well, you can't have them both in one point pool.

You could have both PF1 Hero Points and PF2 Hero Points in the same game just fine as long as you keep them separate. Rename one of them.

Probably keep 'Hero Points' as the PF2 hero points so that you don't get confused when reading PF2 rules. Call the get-out-of-jail free button 'Epic Plot Points', or 'Golden Hero Points' or something like that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I'd spend my hero point to have someone take my place and lay down in front of the bulldozer for me.


Ubertron_X wrote:

The thing is that you can't have a means of surviving the pulverization of your home planet to make way for an intergalactic highway and a re-roll of one die each evening of play both in one system.

And while my preference is on the once-in-a-while "oh-sh1t" button represented by the old hero points at least for PF2 it seems the devs were going for the later option, which is a dynamic way to mitigate few bad rolls, but not the old get-out-of-jail card.

Well, I don't see the point of the absurd relativization.

Isn't it just better to point out that their chosen implementation leaves a lot to be desired?

If anything, a sturdier variant that doesn't involve the GM having to choose his pet player of the hour could and should have been in the GMG.


breithauptclan wrote:

Well, you can't have them both in one point pool.

You could have both PF1 Hero Points and PF2 Hero Points in the same game just fine as long as you keep them separate. Rename one of them.

Probably keep 'Hero Points' as the PF2 hero points so that you don't get confused when reading PF2 rules. Call the get-out-of-jail free button 'Epic Plot Points', or 'Golden Hero Points' or something like that.

Or, even simpler, toss out the new system and replace it with this! :) :) :)


Malk_Content wrote:
Combat Monster wrote:
Ched Greyfell wrote:
Squiggit wrote:

The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.

Avoid death for how long, tho?

You're avoiding death while in the middle of a situation that will just cause death again.

Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?

I wouldn't say it's a matter of how long. The hero point gets the hero out of that particular situation. It's the GM's job to figure out how.

"Oh look, the hero landed in some reeds and gets to not drown."

Or maybe

"Some fishermen who heard the commotion helped the hero while his pals fought off the baddies. Now they are wondering if the heroes can help them do XYZ."

Hm, the player doesn't lose their hero arbitrarily and the GM has an adventure hook to boot.

So spending the Hero Points also turns off all persistent damage effects?

That's up to the GM and group.

It's probably a good ruling to speak about at session 0 and to be consistent with.

Personally I'd go for yes. You fell in the lava and X happened. You're terribly scarred but by some miracle you survived. Whether it's a third party getting you out, or GM fiat that you basically pull yourself out by sheer will even though you were basically unconscious and you can't remember doing it.


Combat Monster wrote:
Malk_Content wrote:
So spending the Hero Points also turns off all persistent damage effects?

That's up to the GM and group.

It's probably a good ruling to speak about at session 0 and to be consistent with.

Just so we're all on the same page.

Per the rules as written, there's no ambiguity. The rule says nothing about turning off persistent damage.

So the RAW is clear: just like spending a Hero Point doesn't save you against the Goblin simply whacking you again, it doesn't save you against being on fire.

(Obviously I sympathize with the need to houserule this, so I'm not arguing the RAW is good for your game here. Just clear.)


Combat Monster wrote:
Malk_Content wrote:
Combat Monster wrote:
Ched Greyfell wrote:
Squiggit wrote:

The second use of the hero point allows you to use it to "avoid death."

It seems kind of mean spirited and contrary to the written intent of the mechanic for a GM to let someone spend a hero point, stabilize, then rule that they immediately drown.

That's just my 2c tho.

Avoid death for how long, tho?

You're avoiding death while in the middle of a situation that will just cause death again.

Can they avoid death, take a nap, and get their spells back after a good night's sleep in the lake?

I wouldn't say it's a matter of how long. The hero point gets the hero out of that particular situation. It's the GM's job to figure out how.

"Oh look, the hero landed in some reeds and gets to not drown."

Or maybe

"Some fishermen who heard the commotion helped the hero while his pals fought off the baddies. Now they are wondering if the heroes can help them do XYZ."

Hm, the player doesn't lose their hero arbitrarily and the GM has an adventure hook to boot.

So spending the Hero Points also turns off all persistent damage effects?

That's up to the GM and group.

It's probably a good ruling to speak about at session 0 and to be consistent with.

Personally I'd go for yes. You fell in the lava and X happened. You're terribly scarred but by some miracle you survived. Whether it's a third party getting you out, or GM fiat that you basically pull yourself out by sheer will even though you were basically unconscious and you can't remember doing it.

So in an empty room with you and the enemy and you have an ongoing acid effect using the Hero Point removes it.


Malk_Content wrote:
So in an empty room with you and the enemy and you have an ongoing acid effect using the Hero Point removes it.

By his house rule, yes, I would assume that is what he means.


Zapp wrote:
Malk_Content wrote:
So in an empty room with you and the enemy and you have an ongoing acid effect using the Hero Point removes it.
By his house rule, yes, I would assume that is what he means.

I wanted confirmation because the examples were given with an environmental effect a person is removed from, rather than say a bleeding ability granted by a foe.


Malk_Content wrote:


So in an empty room with you and the enemy and you have an ongoing acid effect using the Hero Point removes it.

First off, sorry about the delayed reply.

I think that's probably how I'd interpret it in a heroic setting. Basically hero goes down to dying, has a persistent effect pushing him to the brink, pops an action point and when he stabilizes, the effect in play is neutralized. Otherwise why bother using the hero point?

In grimdark settings, I suppose his face melts off and he either creates a new character or adds a 2 to the end of Bob the fighters name.


Combat Monster wrote:

I think that's probably how I'd interpret it in a heroic setting. Basically hero goes down to dying, has a persistent effect pushing him to the brink, pops an action point and when he stabilizes, the effect in play is neutralized. Otherwise why bother using the hero point?

Because that is what the RAW tells you?

(Your take is entirely fine. It's just that it's a houserule, not an "interpretation")

Cheers

PS. Again, I entirely agree hero points should work the way you suggest!

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