Remaster Dying with Wounded


Rules Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Midgefly wrote:

I could see it being interpreted as essentially this equation:

Dying Total = Dying Increase from damage or failed save + (Current Dying Value + Wounded Value)

Whereas the primarily understood interpretation of the new wording is:

Dying Total = (Dying Increase from damage or failed save + Wounded Value) + Current Dying Value

That's a very succinct way of putting it. I'm in the first camp.

And yes, I also believe that the current wording is in error, or perhaps even placed by a rogue agent.


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Pathfinder Lost Omens, PF Special Edition Subscriber
Ched Greyfell wrote:

I see it as [increase dying by 1] plus wounded value to get total.

Not [increase dying value by 1 and your wounded value] to get your total.

Then you are not reading correctly.

When it says 'add wounded to your dying value' when you go down, it has always been accepted to work like this:

Go to dying 1 (or 2 if crit), then add wounded value to that to arrive at Dying 2/3/4/whatever.

The wording has not changed.


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Pathfinder Lost Omens, PF Special Edition Subscriber
Ravingdork wrote:
Midgefly wrote:

I could see it being interpreted as essentially this equation:

Dying Total = Dying Increase from damage or failed save + (Current Dying Value + Wounded Value)

Whereas the primarily understood interpretation of the new wording is:

Dying Total = (Dying Increase from damage or failed save + Wounded Value) + Current Dying Value

That's a very succinct way of putting it. I'm in the first camp.

And yes, I also believe that the current wording is in error, or perhaps even placed by a rogue agent.

As I mentioned, the current wording is in the original CRB, and has never been errata'd. It is on page 459. You may check.

Attempting to argue in increasingly tortured ways about how this really isn't the rule makes no sense when a) you can always not run it that way, and b) there is almost no effect on actual real world gameplay as compared to before.


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Pathfinder Lost Omens, PF Special Edition Subscriber

Like, this isn't hard unless people have had some collective misunderstanding on a catastrophic level.

Here is how it was generally understood to work before:

When a character is dropped to 0 HP by lethal damage, they go to Dying 1 (dying 2 if they were downed by a critical hit or critical failure), then add their Wounded value if it exists. For a character who has no wounded, they are at dying 1 or 2. For a character with Wounded 2, they are at dying 3 or 4 (dead without diehard).

When a creature succeeds a recovery roll, decrease dying by 1. On a critical success, decrease dying by 2. When a creature fails a recovery roll, they increase dying by 1. When they critically fail, they increase dying by 2.

When a creature has the dying condition removed by any means other than spending all their hero points (including succeeding at recovery checks), their wounded value is increased by 1.

Do we all agree that is how the majority of people have been playing, and what the rule was commonly understood to be? Like, if your wounded somehow increased while you were still dying, (which I don't believe is possible, but for the sake of argument) you would not increase your dying value, because it has already been added. It's a one-and-done. Your wounded value is not 'constantly being added to your dying value', and it isn't added together with your 'base dying value' to create a new variable, that requires expressly adding additional rules and complications not present in the text.

This is the single alteration:

When a creature who is already dying increases their dying value, for any reason, they add wounded again.

In other words: A creature who is wounded 1 drops to a normal hit. They go to dying 1, then add wounded, putting them at dying 2. Their initiative is moved to before the creature that knocked them to 0, to give every ally a turn to help them before they have to make a recovery check. They are not healed. They make a recovery check on their turn, it is a failure. They add 1 to their dying value for Dying 3, then add their wounded value again for Dying 4. If they don't have Diehard (or that one orc feat), they are dead. They could alternatively spend all their hero points on failing that recovery check to go to 0 HP and stable, wounded 1 still.

Reading it any other way requires absolutely torturing words, contradicting both the old CRB and Gm Screen, contradicting the way the rules generally function, and contradicting Player Core.


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Fumarole wrote:
aobst128 wrote:

Oh, I hadn't actually read the new rules. Yeah, adding 2 or more to your dying value on a failed recovery check while you're wounded doesn't sound right. Probably not the right interpretation.

Recovery Checks:

Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded value, if any).
Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

I fail to see how the above can be interpreted any way other than adding your wounded value when failing a recovery check...

Remove the parenthesis (e.g. "Your dying value increases by 1 plus your wounded value, if any.") and you are absolutely correct.

Adding the parenthesis, however, confuses things. They turn the "plus your wounded value, if any" statement into an afterthought tacked onto a passage that is grammatically complete without the additional statement.


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Yeah the parentheses are bugging me too


Pathfinder Lost Omens, PF Special Edition Subscriber
Pixel Popper wrote:
Fumarole wrote:
aobst128 wrote:

Oh, I hadn't actually read the new rules. Yeah, adding 2 or more to your dying value on a failed recovery check while you're wounded doesn't sound right. Probably not the right interpretation.

Recovery Checks:

Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded value, if any).
Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

I fail to see how the above can be interpreted any way other than adding your wounded value when failing a recovery check...

Remove the parenthesis (e.g. "Your dying value increases by 1 plus your wounded value.") and you are absolutely correct.

Adding the parenthesis, however, confuses things. They turn the "plus your wounded value if any" statement into an afterthought tacked onto a passage that is grammatically complete without the additional statement.

You are arguing that reminder text for a general rule is not rules text. Reminder text is quite frequently put in parens.

Unless you mean to suggest that the hidden condition doesn't allow you to sneak away here, because it's in a paren: https://2e.aonprd.com/Actions.aspx?ID=45

Wow, steal has double parenthesis! How confusing it is: https://2e.aonprd.com/Actions.aspx?ID=68

Ugh, too many parenthesis! None of these are rules!: https://2e.aonprd.com/Actions.aspx?ID=28

We can ignore the income table, only parenthesis points to it: https://2e.aonprd.com/Actions.aspx?ID=23

How am I supposed to interpret all this? I should give a means of activating a magic effect? If only parenthetical reminders mattered!: https://2e.aonprd.com/Actions.aspx?ID=24


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aobst128 wrote:
Yeah the parentheses are bugging me too

Grammatically, removing a parenthetical doesn't materially change the meaning of a sentence. IF adding the wounded value to a failed recovery check is intended, then grammatically, the structure is completely wrong since removing the parenthetical would materially alter the instruction.


Pathfinder Lost Omens, PF Special Edition Subscriber
Pixel Popper wrote:
aobst128 wrote:
Yeah the parentheses are bugging me too
Grammatically, removing a parenthetical doesn't materially change the meaning of a sentence. IF adding the wounded value to a failed recovery check is intended, then grammatically, the structure is completely wrong since removing the parenthetical would materially alter the instruction.

It doesn't, because it is purely referencing the general rule for wounded. IE, something you should do anyway, this is just a reminder text.

To think of this another way, let's think about the spell Stabilize. 'The target loses the dying condition, though it remains unconscious at 0 Hit Points.' We already know when you lose dying, you increase wounded value - but maybe the designers want to make sure that's communicated in the spell. In that case, 'The target loses the dying condition, though it remains unconscious at 0 Hit Points (increase their Wounded condition by 1).'


Chrono wrote:
Pixel Popper wrote:
aobst128 wrote:
Yeah the parentheses are bugging me too
Grammatically, removing a parenthetical doesn't materially change the meaning of a sentence. IF adding the wounded value to a failed recovery check is intended, then grammatically, the structure is completely wrong since removing the parenthetical would materially alter the instruction.

It doesn't, because it is purely referencing the general rule for wounded. IE, something you should do anyway, this is just a reminder text.

To think of this another way, let's think about the spell Stabilize. 'The target loses the dying condition, though it remains unconscious at 0 Hit Points.' We already know when you lose dying, you increase wounded value - but maybe the designers want to make sure that's communicated in the spell. In that case, 'The target loses the dying condition, though it remains unconscious at 0 Hit Points (increase their Wounded condition by 1).'

Where is the general rule it's referencing in the remaster?


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Sibelius Eos Owm wrote:
medtec28 wrote:
I think this would go over better if they simply admitted it is a change, it's not a clarification or an errata, they made multiple rounds of errata and it never was clarified. Admit that y'all made a change.

A thing that's gotten lost in all this discussion: Has any (current) dev made any comment at all on the "new" Death/Dying Rules since they were revealed? Before we ask that the devs recant whether the change in wording counts as a change or clarification, we can wait for somebody to say something?

Like Mark Seifter is cool and all, but did he work on the remaster books? Does it matter whether he says it's a clarification, not a change? In fact, does it matter at all whether it was a change or clarification? I can see arguing about what the "new" rules actually say, but aside from trivia, does it really matter if the remaster is officially a change or not?

No Paizo staff have said a word about this in public, verbally or in writing, unless they did so in the last 12 hours.

Mark Seifter has claimed this was always RAI, and furthermore that it was always a consensus among the devs back in 2019. However this would appear to be contradicted by (a) the fact that his submitted errata was never published across 4 errata passes, (b) nobody knowing of another dev saying the same or agreeing with him, and (c) perhaps even more significantly, Jason Bulmahn's combat rules explainer video on Youtube from about 9 months ago not saying anything about adding the wounded value on increases to dying values when failing recovery checks, when he walked through that process step by step. So with the greatest respect to a brilliant man whom we all have to thank for the 4 degrees of success and so much else about pf2e, I do believe that claim needs to be taken with a grain of salt.

At this point I'm getting increasingly surprised that Paizo is saying nothing about it, much as I'm aware they try to limit their commentary on rules arguments.


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That said, I think some of the discussion here and in the previous thread is a great case study in the human brain's drive and capacity to reject or qualify new information that conflicts with our pre-existing worldviews. Or, less politely, refusing to accept straightforward facts that contradict our beliefs, and tying ourselves up in knots with increasingly convoluted mental gymnastics to try to find a way to disbelieve the evidence before our very eyes. This is an extremely well known and researched 'cognitive bias', itself an unfortunate downside of the extraordinary capacity of our brains to make sense of an incredibly complex world. Importantly for what I'm about to say, all of us do this, all the time. It's easier to see it our oppoenents, but it's how all our brains are wired. In fact, research has shown that smart people are even 'better' at rejecting unpleasant facts, likely because their brains are able to more quickly find arguments in defence of their worldview that might undermine the new, conflicting, information.

I don't like the new wording on wounded and dying. I don't intend to use it. I don't know why Paizo added it, and I don't know why or like the fact they did so without any communication before or since. I agree that the new rules are clumsily written, and the 'remember to' phrase is somewhere between redundant and confusing. I agree with the gentleman from How it's Played that it is a great way to lose new players and reinforce prejudices about it being overcomplicated. I agree that Paizo should come out and confirm the new rules and especially why they changed them.

But the new wording on recovery checks is absolutely crystal clear.

In my humble opinion, denying this reality is not constructive to a healthy conversation.

Far better, IMHO, to ask Paizo to release a statement about all of this, decide in our groups whether we are going to try it out or keep playing they way we played before, and for those inclined, to politely lobby that the rules be changed back. Each of these are much more practical and productive uses of our time.


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SatiricalBard wrote:
That said, I think some of the discussion here and in the previous thread is a great case study in the human brain's drive and capacity to reject or qualify new information that conflicts with our pre-existing worldviews.

Being resistant to change is a positive survival trait. It is not the same as refusing to change. It is not the same as choosing not to change.

Different people are going to adjust at different rates. In this forum there is a long tail of people who want to talk about this issue.

Liberty's Edge

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Pixel Popper wrote:
Fumarole wrote:
aobst128 wrote:

Oh, I hadn't actually read the new rules. Yeah, adding 2 or more to your dying value on a failed recovery check while you're wounded doesn't sound right. Probably not the right interpretation.

Recovery Checks:

Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded value, if any).
Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

I fail to see how the above can be interpreted any way other than adding your wounded value when failing a recovery check...

Remove the parenthesis (e.g. "Your dying value increases by 1 plus your wounded value, if any.") and you are absolutely correct.

Adding the parenthesis, however, confuses things. They turn the "plus your wounded value, if any" statement into an afterthought tacked onto a passage that is grammatically complete without the additional statement.

If the Wounded value was intended to NOT be added, it was far simpler to not mention it at all.

Liberty's Edge

SatiricalBard wrote:
Sibelius Eos Owm wrote:
medtec28 wrote:
I think this would go over better if they simply admitted it is a change, it's not a clarification or an errata, they made multiple rounds of errata and it never was clarified. Admit that y'all made a change.

A thing that's gotten lost in all this discussion: Has any (current) dev made any comment at all on the "new" Death/Dying Rules since they were revealed? Before we ask that the devs recant whether the change in wording counts as a change or clarification, we can wait for somebody to say something?

Like Mark Seifter is cool and all, but did he work on the remaster books? Does it matter whether he says it's a clarification, not a change? In fact, does it matter at all whether it was a change or clarification? I can see arguing about what the "new" rules actually say, but aside from trivia, does it really matter if the remaster is officially a change or not?

No Paizo staff have said a word about this in public, verbally or in writing, unless they did so in the last 12 hours.

Mark Seifter has claimed this was always RAI, and furthermore that it was always a consensus among the devs back in 2019. However this would appear to be contradicted by (a) the fact that his submitted errata was never published across 4 errata passes, (b) nobody knowing of another dev saying the same or agreeing with him, and (c) perhaps even more significantly, Jason Bulmahn's combat rules explainer video on Youtube from about 9 months ago not saying anything about adding the wounded value on increases to dying values when failing recovery checks, when he walked through that process step by step. So with the greatest respect to a brilliant man whom we all have to thank for the 4 degrees of success and so much else about pf2e, I do believe that claim needs to be taken with a grain of salt.

At this point I'm getting increasingly surprised that Paizo is saying nothing about it, much as I'm aware they try to limit their commentary on rules arguments.

I 100% expect that we will NOT get any such clarification before the street date of the product. When the rules will be on AoN and everyone can read the RAW and understand what we're all talking about.

Also history on these boards has extremely clearly demonstrated that it is far better for a topic to settle down rather than become even more toxic that Paizo people say nothing.


The Raven Black wrote:
Also history on these boards has extremely clearly demonstrated that it is far better for a topic to settle down rather than become even more toxic that Paizo people say nothing.

I have no expectation that Paizo folks will show up in-thread and set things straight one way or the other. That seems like a recipe for being mobbed. But something like a blog post would be nice.

Liberty's Edge

Staffan Johansson wrote:
The Raven Black wrote:
Also history on these boards has extremely clearly demonstrated that it is far better for a topic to settle down rather than become even more toxic that Paizo people say nothing.
I have no expectation that Paizo folks will show up in-thread and set things straight one way or the other. That seems like a recipe for being mobbed. But something like a blog post would be nice.

Agreed, but unlikely before street date IMO.


The Raven Black wrote:
Omega Metroid wrote:

Hmm... looking into it, I've found at least two character options that might suggest that the Dying Yo-Yo is actually intended, at least for a few builds.

Too Angry to Die: An Intimidation skill feat that encourages you to leap straight back into the heat of battle after recovering from unconsciousness. While it works with anything that knocks you unconscious, the flavour text expects you to use it after recovering from Dying-induced unconsciousness specifically. (And, of course, hitting 0 HP is the most common source of unconsciousness in a fight, so you're mechanically most likely to use it after recovering from Dying, too.
Euphoric renewal: An apocryphal domain spell that... well, it's actually physically impossible for a spell to be more about yoyo-ing than this one, actually. It's a two-action spell, and must be cast before you go down... but while active, it actively rewards you every time you gain Dying and then regain consciousness. The reward is admittedly just "you can get back into the fight without spending resources" (Quickened so you can stand up for free, plus temp HP & a bonus to saves to make you harder to kill for a minute), but still, the spell is explicitly designed with the intent of making it as easy to yoyo as possible; once you go down, your allies just need to bring you to 1 HP, and you do the rest yourself.

It's honestly kinda fascinating how even the game's rules themselves seem to be arguing about how lethal Dying/Wounded should be.

2 Rare feats.

The first allows a free try to debuff, thereby increasing your chance of surviving an attack.

The second helps you be in a better shape to resist a new attack.

So, both are defensive.

They are not encouraging people to get back into the fray. The second one in particular looks very much like a good opportunity to get out of the fight.

People really need...

That's fair. I was just looking at how the two are literally designed to be used after being dropped to 0 and recovering, more than anything else. The first one in particular thematically seems like it was meant to leap back in (if you're too angry to die, then you're too angry to run, too), while the second is more neutral (it's literally tied to a domain that revels in death, so it's implicitly more about the act of yoyoing than anything else; it'd probably be fine with fighting or running, it just wants to yoyo first for the euphoria).

It's just that I find it interesting that they seem to suggest a conflict in developer intents, much like... well, a lot of things connected to this change, really. xD


The Raven Black wrote:
Staffan Johansson wrote:
The Raven Black wrote:
Also history on these boards has extremely clearly demonstrated that it is far better for a topic to settle down rather than become even more toxic that Paizo people say nothing.
I have no expectation that Paizo folks will show up in-thread and set things straight one way or the other. That seems like a recipe for being mobbed. But something like a blog post would be nice.
Agreed, but unlikely before street date IMO.

I also agree. I'd especially like it in example form. After all, there's really only a few situations where it makes a huge difference - the clearest one being where you have Wounded 1 going into a combat, you go down (Dying 2), then you get hit again while down or you fail your recovery check... = Dying 4? Or Dying 3?

Several other threads have asked about remaster support material: characters, adventures, etc. A remaster 'example combat' where one of the characters goes through this exact situation and Paizo tells us whether they end up at Dying 3 or 4 would settle it, while providing an opportunity for them to feature other remastered mechanics too. Plus, who doesn't like reading the occasional example combat where Ezren gets the stuffing knocked out of him? ;)


Pathfinder Lost Omens, Rulebook Subscriber

pg 442 Conditions are persistent. Whenever you're affected by a condition, its effects last until the condition's stated duration ends, condition is removed, or terms dictated in the condition itself cause it to end.

When we are talking about wounded this is the most basic thing we should consider. It is a condition. It is persistent. And persistent effects do not keep applying themselves additively over and over when they are referenced by another rule. The only way wounded could as a condition contribute more than its current value to dying on repeated applications of its effect is if the value increased between applications.
The new parens stating (plus your wounded value, if any) do create a new situation not possible before though. IF there is any new ability or effect in the game that can increase wounded outside of its normal method (losing the dying condition) that higher value would have to be reassessed into your dying value every time you fail a check or take damage. But if your still treating it like a condition with a value you would treat redundant application of its effect by only taking the highest value.


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Bluemagetim wrote:

pg 442 Conditions are persistent. Whenever you're affected by a condition, its effects last until the condition's stated duration ends, condition is removed, or terms dictated in the condition itself cause it to end.

When we are talking about wounded this is the most basic thing we should consider. It is a condition. It is persistent. And persistent effects do not keep applying themselves additively over and over when they are referenced by another rule. The only way wounded could as a condition contribute more than its current value to dying on repeated applications of its effect is if the value increased between applications.
The new parens stating (plus your wounded value, if any) do create a new situation not possible before though. IF there is any new ability or effect in the game that can increase wounded outside of its normal method (losing the dying condition) that higher value would have to be reassessed into your dying value every time you fail a check or take damage. But if your still treating it like a condition with a value you would treat redundant application of its effect by only taking the highest value.

Conditions do however apply every time they're relevant. If you've got a penalty from a condition, you apply it over and over again every time you make an appropriate roll. (Persistent damage is the even more parallel case, where it does literally apply itself additively over and over again.)

What Wounded does in the new version/interpretation of the Dying rules is get added to Dying when you first gain Dying 1. Then every time your Dying value increases, it increases by 1 (or 2) plus your Wounded Value. It applies itself over and over because that's what it is. It's an increase in the amount Dying increases by.


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Pathfinder Lost Omens, Rulebook Subscriber

How would fear 1 for example lower your AC of 18 lower than 17? If any rule in the game referenced plus your Fear value for some odd reason 17 is still the lowest that condition with a value of 1 can get your 18 starting AC. It still would need to be treated as a condition with a value and couldn't lower your AC to 16 or lower even if it was referenced by something in the rules saying (plus your fear value if any.) And if this example seems odd (and it should) its because the new recovery checks were written odd. With no change to the rules infrastructure around conditions the recovery checks and taking damage cannot work in a stacking manner with wounded.

They did not write this well, but all the rules taken together wont allow the effect of wounded 1 to increase dying by more than 1.

Liberty's Edge

TBH the only way the Wounded value would not apply would be that the description of Wounded is correct. And the ones about adding Wounded when you increase Dying are not.

Wounded's description is the same as the CRB.

One of the RAW stating that you add Wounded when you increase Dying is new to the Remaster.

Which is more likely to be in error ?

The old description that has not changed or the new description that came with a whole package of other errata ?

I honestly think the former is far more likely.

Why add new incorrect RAW if people were already following the correct RAW with the CRB version ?


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Bluemagetim wrote:
When we are talking about wounded this is the most basic thing we should consider. It is a condition. It is persistent. And persistent effects do not keep applying themselves additively over and over when they are referenced by another rule. The only way wounded could as a condition contribute more than its current value to dying on repeated applications of its effect is if the value increased between applications.

As multiple posters have pointed out to you, specific rules trump general rules. If there is a general rule that says "strikes cost one action" and under power attack it says "this strike costs two actions," then power attack costs two actions. The same thing here. If you read a general rule somewhere else in the rulebook that says persistent effects don't add, but under the remaster Wounded rules it says "any time you increase your Dying, add your Wounded rating to it," then you add Wounded to your Dying value when your Dying value increases. Not because that's normal. Not because anyone is claiming that's how persistent effects work in general. But because the specific text for Wounding makes it work differently than the general case.

I'm holding out hope that this particular section is just really poorly written and that the authors mean what you, Bluemagetim, think it means. But reading the rules as objectively as I am able, this does not seem to be the case. As written, there is a specific sentence in the remastered rules that indicates you do indeed add your Wounded rating to your Dying increase every time dying increases.


Pathfinder Lost Omens, Rulebook Subscriber

There are a few things going against it being increased by wounded every time. One was what i was saying but if they wanted to make a specific rule that overode the general telling us when to increase dying they really should have not used parens or plus and just said increase your dying by 1 and by your wounded value if any.
Using parens and not repeating increase in the parens makes it look like the reminder in the taking damage section. That was there pre remaster and was not taken as increase either. For taking damage they would have needed to remove remind and just make it a straight up do this.
Im not convinced I need to increase. Too much playing around with terminology to overide in my opinion.


Pathfinder Lost Omens, Rulebook Subscriber

Also the playtest language ive heard about that clearly would mean to increase by the wounded value did not make it to the final version. So it may as well also not have been the intention.


Pathfinder Lost Omens, Rulebook Subscriber

Also Easl you are making a good argument, im just not fully convinced. There are too many problems left.
The ones I stated above are some of them. Then theres the fact that the entries for both dying and wounded are clear and complete. Those entries do not tell you they are i complete. Only the sidebar on page 443 says its incomplete. Dying even provides the outcome without the wounded mention as if is intended. If followed along with the wounded entry you get the old rules. Why am i to take the entry on 411 to mean something different when on all other pages in the book the rules have not changed at all?


Easl wrote:
After all, there's really only a few situations where it makes a huge difference - the clearest one being where you have Wounded 1 going into a combat, you go down (Dying 2), then you get hit again while down or you fail your recovery check... = Dying 4? Or Dying 3?

I have avoided commenting on the Remastered Wounded rules because I won't own the Remastered PDFs until November 15. But I do have experience in PF2 combat.

When I read the Wounded rules in my original Pathfinder 2nd Edition rulebook, I made a mental note to talk to my players about houseruling them, because taking damage while dying and wounded seemed too harsh:

PF2 Core Rulebook, Playing the Game chapter, page 459 wrote:

Taking Damage while Dying

If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value.

The Wounded condition seemed like to say that the character resumed dying at the value where they had left off, unless they had medical treatment that restored their deep vitality. In other words, stabilizing and the Heal spell and Battlefield Medicine did not repair the deep injuries on the character. On the other hand, increasing Dying value by Wounded value upon further damage did not seem to match any real-world situation, so it seemed unnecessary and bothersome. Why would being healed make a character more vulnerable to damage while dying?

I planned on dropping that rule. But I waited until that rule mattered before I would discuss it with my players. And the opportunity never came up. The Damage while Dying and Wounded rule was never invoked in my campaign from 1st level to 20th level.

My players are unusual. They are tactical experts who practice well-honed teamwork. In that campaign, only four characters ever dropped to dying. No-one ever was dying while wounded.

At 4th level, the ranger Zinfandel was moved away from the party while they battled a hobgoblin garrison and two 4th-level Hobgoblin Archers had followed him. He dropped in the outnumbered combat as two other party members ran up to finish off the last archer. The player decided to spend a hero point to stabilize, and then the party retreated to the woods for Treat Wounds rather than finishing off the remaining fragment of the garrison.

At 6th level, the rogue/sorcerer Sam critically failed a Reflex save against a trap and took double damage that rendered him dying. The rest of the party had plenty of time for Treat Wounds on Sam and the other two damaged PCs, because the hallway had no active opponents.

At 16th level, the party decided to provoke the next opponent because it would probably attack their current opponent, an advanced 18th-level Wendigo that hated everything, while they hid in a side cave. The next opponent was a 19th-level Primal Bandersnatch. The gargantuan bandersnatch quickly finished off the half-defeated wendigo, and then tried to squeeze into the cave in pursuit of the party. The party identified the bandersnatch's 30-foot Confusing Gaze and decided that their champion Tikti would hold the bandersnatch in melee combat while the rest of the party fought from beyond 30 feet. As the sole target of the bandersnatch, Tikti eventually fell. Sam used Friendfetch to pull Tikti to safety and quick healing. The monk Ren'zar-jo stepped up to replace Tikti as melee combatant. Ren'zar-jo was knocked dying just before the party's ranged attacks killed off the bandersnatch. The bandersnatch had some guards tending it, but they were not going to disturb the unknown hazard in a cave that had killed the bandersnatch. Thus, the party had time for Treat Wounds.

In my experience, because the party protected its members, a PC fell to dying only due to an obviously deadly situation that offered time for Treat Wounds afterwards.

Does the Remastered Treat Wounds still remove the Wounded condition? And has Administer First Aid been rewritten in the Remastering, because the new Remastered Wounded rules makes a critical failure too risky on a Wounded character.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Mathmuse wrote:
Does the Remastered Treat Wounds still remove the Wounded condition? And has Administer First Aid been rewritten in the Remastering, because the new Remastered Wounded rules makes a critical failure too risky on a Wounded character.

Wounded is still removed in the same ways: Treating Wounds or getting to full hp by any method and resting 10 min. So 10 minutes out of combat either way.


Pathfinder Lost Omens, PF Special Edition Subscriber
Mathmuse wrote:
Easl wrote:
After all, there's really only a few situations where it makes a huge difference - the clearest one being where you have Wounded 1 going into a combat, you go down (Dying 2), then you get hit again while down or you fail your recovery check... = Dying 4? Or Dying 3?

I have avoided commenting on the Remastered Wounded rules because I won't own the Remastered PDFs until November 15. But I do have experience in PF2 combat.

When I read the Wounded rules in my original Pathfinder 2nd Edition rulebook, I made a mental note to talk to my players about houseruling them, because taking damage while dying and wounded seemed too harsh:

PF2 Core Rulebook, Playing the Game chapter, page 459 wrote:

Taking Damage while Dying

If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value.
The Wounded condition seemed like to say that the character resumed dying at the value where they had left off, unless they had medical treatment that restored their deep vitality.

So this isn't quite correct.

No matter how high your Dying value gets, if Dying is removed by any means other than spending hero points, your wounded increases by 1. It doesn't go to the value Dying was at, or anything like that - it is explicitly designed to counteract 'yo-yo' healing that plagues games like 5e, where there is no reason to heal until somebody goes down - Wounded encourages more proactive healing, to prevent going down to start.

Essentially, if a character goes down to a crit, they go to dying 2. They take damage when they are inside the splash radius of a bomb, dying 3. The cleric casts heal on them, all dying cleared, Wounded 1.

Remember, wounded can be cured entirely in two ways:

1) Treat Wounds
2) Reach full HP, and rest for 10 minutes.

The latter, notably, can be done without anyone in the group having any medical skill, using only healing magic and consumables.


Pathfinder Lost Omens, PF Special Edition Subscriber
Bluemagetim wrote:
Also the playtest language ive heard about that clearly would mean to increase by the wounded value did not make it to the final version. So it may as well also not have been the intention.

https://2e.aonprd.com/Rules.aspx?ID=374

"If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."

CRB, the original. Pg 459. Never errata'd in 4 releases. Keep in mind that the dying rules not being errata'd has been used in this thread as evidence that the rules were clearly always intended to be that way.

Another quote:

"Wounded Any time you gain the dying condition or increase it for any reason, add your wounded value to the amount you gain or increase your dying value. The wounded condition ends if you receive HP from Treat Wounds, or if you're restored to full HP and rest for 10 minutes."

GM Screen, released alongside the CRB. Remains on the Archive of Nethys GM Screen under Death and Dying, and in printed GM screens. Both the original and Advanced GM screens contain this reminder, as far as I am aware.
https://2e.aonprd.com/GMScreen.aspx

Yes, this rule has always existed. There was ambiguity before because there was no reminder text. Reminder text was added, and people are calling that a change.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There is still ambiguity. Before the "new" rule only appeared in one place, but not the others, and so the intent was ambiguous.

Now, it still only appears in one place, and not in others, and so the intent remains ambiguous.


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Pathfinder Lost Omens, PF Special Edition Subscriber
Ravingdork wrote:

There is still ambiguity. Before the "new" rule only appeared in one place, but not the others, and so the intent was ambiguous.

Now, it still only appears in one place, and not in others, and so the intent remains ambiguous.

By way of example, the rules for the Dying condition:

https://2e.aonprd.com/Conditions.aspx?ID=11

Nothing in those rules says you should add wounded when you gain dying, because those rules are elsewhere in the book. The sidebar has a reminder, but that is not part of the condition’s rules text.

The argument you are using here is equivalent to ‘the rules for dying as a whole and the rules for the dying condition differ, so we cannot say for certain which is correct.’ The answer is that they don’t differ and both are correct, because the rule is printed in a different location. This is almost certainly an issue of organization, not one of interpretation.

If I were to speculate: during the editing process, somebody saw 'gain or increase', and thought it was confusing language to have two different words that mean the same thing, so they cut it to 'gain'. That is purely a guess.

(To make things clear as well, I am not arguing out of anger, or saying that this is absolutely a better rule - I am saying it is reasonable to view this as having been the rule all along, and I struggle to find a reason why 'specific beats general, but not if the specific only appears in one spot because then it might be an error' is the interpretation we want to go with.)


Chrono wrote:
Mathmuse wrote:
The Wounded condition seemed like to say that the character resumed dying at the value where they had left off, unless they had medical treatment that restored their deep vitality.

So this isn't quite correct.

No matter how high your Dying value gets, if Dying is removed by any means other than spending hero points, your wounded increases by 1. It doesn't go to the value Dying was at, or anything like that - it is explicitly designed to counteract 'yo-yo' healing that plagues games like 5e, where there is no reason to heal until somebody goes down - Wounded encourages more proactive healing, to prevent going down to start.

Essentially, if a character goes down to a crit, they go to dying 2. They take damage when they are inside the splash radius of a bomb, dying 3. The cleric casts heal on them, all dying cleared, Wounded 1.

Sorry, my lack of experience with the Wounded condition means that I have not memorized how the numbers work.

I read about D&D 5th Edition providing too much mid-combat healing, but I had not imagined that it meant letting teammates drop before healing them. My PF1 and PF2 players are careful to heal their teammates before they dropped, except in the three situations that I mentioned in my previous comment. And in the Primal Bandersnatch example, the party healer was casting ranged Heal every turn on the defender facing down the bandersnatch, while carefully standing just outside the 30-foot range of the the bandersnatch's Confusing Gaze. PF2 combat is so fast that having a teammate down for a single round would be a major handicap.

Chrono wrote:
Ravingdork wrote:

There is still ambiguity. Before the "new" rule only appeared in one place, but not the others, and so the intent was ambiguous.

Now, it still only appears in one place, and not in others, and so the intent remains ambiguous.

By way of example, the rules for the Dying condition:

https://2e.aonprd.com/Conditions.aspx?ID=11

Nothing in those rules says you should add wounded when you gain dying, because those rules are elsewhere in the book. The sidebar has a reminder, but that is not part of the condition’s rules text.

The argument you are using here is equivalent to ‘the rules for dying as a whole and the rules for the dying condition differ, so we cannot say for certain which is correct.’ The answer is that they don’t differ and both are correct, because the rule is printed in a different location. This is almost certainly an issue of organization, not one of interpretation.

This seems to me a simple case of a specific rule (add Wounded value to Dying value) overriding the general rules about Dying condition. However, specific rules overruling general rules is never perfectly simple.

For example, consider the Immunity rules. A creature with Immunity to a type of damage does not take damage of that type. In addition, Immunity can be against a trait or effect rather than a type of damage. But we have Golem Antimagic, which is such a confusing special case overriding the general Immunity rules that I pray that the Remastered Bestiary will totally change golem antimagic. If a fighter hits a wood golem with a sword that has the Magic trait due to a +1 weapon potency rule, does that prevent the slashing damage from the sword? Don't answer, because that question is just a sample of the confusion.

I compare Wounded condition to Immunity to critical hits. This immunity is a special case called out in the Immunity rules, so we know it does not negate the critical hit, instead it reduces the damage to normal amounts. Wounded appears to be a special case of the Dying rules, called out in the Taking Damage while Dying rules and in the Remastered Recovery rules.

What bothers me about the adding the Wounded value to increases in Dying value while already Dying is that I don't know its purpose. I had assumed that adding Wounded value to the Dying value when gaining the Dying condition represented that damage hurts more than just hit points. Chrono explained that it prevents some unflavorful uses of repeated healing. Further analysis supports Chrono's explanation, because the two methods of removing the Wounded condition require 10 minutes of time, which is not available during repeated healing in combat.

But what is the purpose of adding the Wounded value to the Dying value whenever the Dying value is increased? I cannot think of a medical situation that that represents. And I don't know of an unflavorful exploit that it prevents either. It just makes PCs die faster, which is an undesirable outcome.

I don't need it to make monsters die faster. The rules from Knocked Out and Dying say, "When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal." I use the Dying condition on creatures only when I think the PCs might want to revive them and question them later, or with ferocity, regeneration, or fast healing.


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Mathmuse wrote:
What bothers me about the adding the Wounded value to increases in Dying value while already Dying is that I don't know its purpose

Narratively, it seems most likely that the goal is adding tension. Will you win or escape the fight, or will you succumb to your wounds?

Mechanically, it heavily discourages yo-yo.

Medically, it means you got clocked and it's left you more susceptible to dying. It says what it is on the tin:

Wounded wrote:
You have been seriously injured.

It's an abstraction to represent that you've been seriously injured in the course of almost dying.


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Mathmuse wrote:
Chrono wrote:
Mathmuse wrote:
The Wounded condition seemed like to say that the character resumed dying at the value where they had left off, unless they had medical treatment that restored their deep vitality.

So this isn't quite correct.

No matter how high your Dying value gets, if Dying is removed by any means other than spending hero points, your wounded increases by 1. It doesn't go to the value Dying was at, or anything like that - it is explicitly designed to counteract 'yo-yo' healing that plagues games like 5e, where there is no reason to heal until somebody goes down - Wounded encourages more proactive healing, to prevent going down to start.

Essentially, if a character goes down to a crit, they go to dying 2. They take damage when they are inside the splash radius of a bomb, dying 3. The cleric casts heal on them, all dying cleared, Wounded 1.

Sorry, my lack of experience with the Wounded condition means that I have not memorized how the numbers work.

I read about D&D 5th Edition providing too much mid-combat healing, but I had not imagined that it meant letting teammates drop before healing them. My PF1 and PF2 players are careful to heal their teammates before they dropped, except in the three situations that I mentioned in my previous comment. And in the Primal Bandersnatch example, the party healer was casting ranged Heal every turn on the defender facing down the bandersnatch, while carefully standing just outside the 30-foot range of the the bandersnatch's Confusing Gaze. PF2 combat is so fast that having a teammate down for a single round would be a major handicap.

5e's yoyo healing came about because its healing is generally bad and healing word exists as a bonus action, trying to keep people up in that system is just wasting your time, it is also the only system I know of where it's such a constant thing because that's kind of how they built the system (also the only example that really gets made)


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Mathmuse wrote:
I read about D&D 5th Edition providing too much mid-combat healing, but I had not imagined that it meant letting teammates drop before healing them. My PF1 and PF2 players are careful to heal their teammates before they dropped, except in the three situations that I mentioned in my previous comment.

One difference is that after level 1 PF2 healing is significantly chonkier than D&D5 healing. In PF2, a 2-action Heal heals somewhere around half of a fighter's hp (a bit more at level 1, a bit less at level 2, and then it stabilizes around there), and does so at range. In D&D5, there are two main healing options: Healing Word as a bonus action at range, which (after level 1) heals between 1/3 and 1/5 of a fighter's hp, and Cure Wounds as an action with touch range healing between 1/2 and 1/3 (again after level 1). I'm treating level 1 in D&D5 as an outlier because (a) going by the XP charts, it's intended to be over really really quick, and (b) healing spells in D&D5 add the caster's casting stat bonus to the healing done, and adding 4 to 1d4 throws things off by a lot more than adding it to 3d8.

D&D5 is also nicer to characters recovering from being dying because of its looser action economy. The character could recover their weapons as an interaction (nearly free action) and stand up at the cost of half their move. In PF2, grabbing a weapon would be an action, as would standing up be.

These factors, in addition to PF2's dying/wounded rules, help make yo-yo healing a more reasonable plan in D&D5.


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A popular, or at least it used to be, 5e healing strategy was to have a Paladin use Lay on Hands to heal 1 HP at a time to allies that go down. They get Paladin Level x 5 HP that they can distribute however they please and this basically was used as Paladin Level x 5 free revives quite often.

Not sure how popular that still is, but when I played 5e it was in basically every group I saw or played in.


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Guntermench wrote:
Wounded wrote:
You have been seriously injured.
It's an abstraction to represent that you've been seriously injured in the course of almost dying.

Yet I am still bewildered.

When a character has Dying condition, they have been seriously injured. Wounded is what happened after they are healed partially from dying. They are not newly seriously injured; instead, they are still seriously injured despite regaining hit points. That makes sense to me. And Dying 2 and Dying 3 going to Wounded 1 implies that the deep injury was partly healed.

Yet imagine that a character dropped on the battlefield to Dying 1 due to a knife thrown by an enemy. Then another enemy casts Burning Hands on the area, so the injured character drops to Dying 2. At the beginning of their turn, they make a Recovery check, have a regular failure, and go to Dying 3.

On the other hand, add the extra event that a bard friend cast Soothe on the injured character just after they dropped. The injured character is now conscious and Wounded 1. Alas, before they start their turn, that other enemy casts casts Burning Hands on the area, so the injured character drops to Dying 2 because of the Wounded 1. At the beginning of their next turn, they make a Recovery check, have a regular failure, and go to Dying 4. They are dead.

The Soothe spell did not buy the character any more time; instead, it led to a hasty death due to nasty targetting by the enemy.

That gives the unflavorful impression that magically healing a character makes them more injured, because it makes them more Wounded. The magic forces them awake at a potentially deadly cost.

Guntermench wrote:
Narratively, it seems most likely that the goal is adding tension. Will you win or escape the fight, or will you succumb to your wounds?

The added tension appears to be, "I had better roll well on the healing spell, or this will be worse than nothing." An intelligent and malicious enemy would realize that the revived character is more easily sent to the afterlife by a single attack.


Guntermench wrote:

A popular, or at least it used to be, 5e healing strategy was to have a Paladin use Lay on Hands to heal 1 HP at a time to allies that go down. They get Paladin Level x 5 HP that they can distribute however they please and this basically was used as Paladin Level x 5 free revives quite often.

Not sure how popular that still is, but when I played 5e it was in basically every group I saw or played in.

I thank Guntermench, Staffan Johansson, and Karneios for their insights into Dungeons & Dragons 5th Edition healing. An old friend asked me to DM a D&D 5e over Roll20 this upcoming January, and I need to learn the nuances of that game.


Mathmuse wrote:
Guntermench wrote:
Wounded wrote:
You have been seriously injured.
It's an abstraction to represent that you've been seriously injured in the course of almost dying.

Yet I am still bewildered.

When a character has Dying condition, they have been seriously injured. Wounded is what happened after they are healed partially from dying. They are not newly seriously injured; instead, they are still seriously injured despite regaining hit points. That makes sense to me. And Dying 2 and Dying 3 going to Wounded 1 implies that the deep injury was partly healed.

Yet imagine that a character dropped on the battlefield to Dying 1 due to a knife thrown by an enemy. Then another enemy casts Burning Hands on the area, so the injured character drops to Dying 2. At the beginning of their turn, they make a Recovery check, have a regular failure, and go to Dying 3.

On the other hand, add the extra event that a bard friend cast Soothe on the injured character just after they dropped. The injured character is now conscious and Wounded 1. Alas, before they start their turn, that other enemy casts casts Burning Hands on the area, so the injured character drops to Dying 2 because of the Wounded 1. At the beginning of their next turn, they make a Recovery check, have a regular failure, and go to Dying 4. They are dead.

The Soothe spell did not buy the character any more time; instead, it led to a hasty death due to nasty targetting by the enemy.

That gives the unflavorful impression that magically healing a character makes them more injured, because it makes them more Wounded. The magic forces them awake at a potentially deadly cost.

Guntermench wrote:
Narratively, it seems most likely that the goal is adding tension. Will you win or escape the fight, or will you succumb to your wounds?
The added tension appears to be, "I...

You kind of are newly seriously injured. It's an abstraction of accumulating injuries as you get your teeth kicked in. As you almost die, repeatedly, it leaves a mark. It's like in a movie where one of the characters keeps getting what should be mortal wounds, but keeps fighting anyway and then eventually just falls over dead.

What I like about this rule is it encourages/requires additional thought. Is it safe to get my ally up? If they get up will we continue to fight or retreat? Can we continue to fight without them? Does the enemy have AoE that might kill them anyway? Do I need to reposition either the enemy or my ally before reviving them? Instead of just "Eh, I'll throw a heal, they can go down three more times" and not really thinking about it.


Well the change is that now the Wounded value is added to failed Recovery Checks.

Probably all parties want to have Stabilize cantrip. Beyond that there is no much discussion, as in all other cases is the same than currently.

The Wounded condition is not bad designed in the way it avoid the yoyo dying/healing to get up. For a normal character the max you can get up are 3 times as if knocked again you directly die.


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Pathfinder Lost Omens, PF Special Edition Subscriber
Mathmuse wrote:

On the other hand, add the extra event that a bard friend cast Soothe on the injured character just after they dropped. The injured character is now conscious and Wounded 1. Alas, before they start their turn, that other enemy casts casts Burning Hands on the area, so the injured character drops to Dying 2 because of the Wounded 1. At the beginning of their next turn, they make a Recovery check, have a regular failure, and go to Dying 4. They are dead.

The Soothe spell did not buy the character any more time; instead, it led to a hasty death due to nasty targetting by the enemy.

That gives the unflavorful impression that magically healing a character makes them more injured, because it makes them more Wounded. The magic forces them awake at a potentially deadly cost.

This is an area where the totality of the Dying rules are important: whenever you drop to 0 HP, your initiative is moved to directly before the turn you go down. This ‘delays your turn’ so you never have to make a recovery check right after falling, and your allies have a full round to heal you. [In the circumstance you go down to a Reactive Strike or Persistent Damage or the like on your own turn, they still have a full round]

Here's an example:

Initiative Order

Baddie
Fighter
Cleric
Wizard
Bad Mage
Barbarian

The fight has been going on a bit. The Baddie lands a critical hit on the Wizard, dropping him to 0 HP. The Wizard goes to Dying 2 (downed by a crit), and the initiative order becomes:

Wizard
Baddie (current turn)
Fighter
Cleric
Bad Mage
Barbarian

The cleric heals the Wizard, bringing him to Wounded 1. Initiatives do not change. The Bad Mage hits the area with a Fireball, and the Wizard is unlucky enough to critically fail the reflex save. The Wizard drops to Dying 3 (Dying 2+Wounded 1), and initiative becomes:

Baddie
Fighter
Cleric
Wizard
Bad Mage (current turn)
Barbarian

The barbarian takes down the Bad Mage, and back to top of round.

If the cleric did not heal the wizard, the wizard would be Dead. Now, the Cleric has another chance to heal the Wizard (assuming the Baddie does not ignore the threat of the fighter or barbarian slaying them to make a spiteful double tap) his turn moving to after the Cleric's.


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Dark_Schneider wrote:
Probably all parties want to have Stabilize cantrip.

I still don't see the value there. I don't want to be lying on the ground at -6 to my AC. Are you sure the downed PC is not going to be targetted?


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Pathfinder Lost Omens, PF Special Edition Subscriber
Gortle wrote:
Dark_Schneider wrote:
Probably all parties want to have Stabilize cantrip. Beyond that there is no much discussion, as in all other cases is the same than currently

I still don't see the value there. I don't want to be lying on the ground at -6 to my AC. Are you sure the downed PC is not going to be targetted?

In most cases it's a bad idea to waste actions on double-tapping a target that is not an active threat, from a mechanical perspective. On a crit, the stabilized creature would be dropped to Dying 2, and they'd have to spend at least another action to finish them. Even if the target was Wounded 1, they'd still go to Dying 3, and require another hit to finish off. Keep in mind that there is the actual healer nearby actively healing the entire party, and it'd be much more efficient and effective to take them down to 0 HP than to double tap one creature.

Arguments can be made in the case of things like mindless creatures, starving beasts, or creatures who benefit from double tapping (via spell or getting a new ally), but those are exceptional circumstances that should be treated accordingly - Stabilizing a creature who's adjacent to a Wight is one case where it may be better to let the creature die naturally as opposed to stabilizing them, but that should only be even considered if you're totally out of healing options.


Yes that's what I think too. If GM wants to kill players then right you can just sacrifice monsters for doing that. But if they act for optimizing the actions they should target something more threatening.

Reverse it and apply Dying condition to monsters, in this case if a player knocks down a creature, it continues using actions to kill it or goes for another one?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've had GMs attack downed PCs just because the creature had dragon frenzy or a similar multi-attack ability, left over attacks in the activity, and no other available targets.

"Downed you on the first crit, so here's two more for ya!"

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Chrono wrote:
Gortle wrote:
Dark_Schneider wrote:
Probably all parties want to have Stabilize cantrip. Beyond that there is no much discussion, as in all other cases is the same than currently

I still don't see the value there. I don't want to be lying on the ground at -6 to my AC. Are you sure the downed PC is not going to be targetted?

In most cases it's a bad idea to waste actions on double-tapping a target that is not an active threat, from a mechanical perspective.

Sure, the first time you drop them. The second time you dropped them, now that you know they are at least Wounded 1, you only have to hit them one more time to be sure they are dead. (Going by the new rules.)

I also see opponents hit downed characters with their 3rd action which due to MAP would normally be crit-fishing, but actually has a good chance of hitting a downed character.


Pathfinder Lost Omens, Rulebook Subscriber
Gortle wrote:
Dark_Schneider wrote:
Probably all parties want to have Stabilize cantrip.

I still don't see the value there. I don't want to be lying on the ground at -6 to my AC. Are you sure the downed PC is not going to be targetted?

I would assume any monster that is motivated by killing living things will kill the easiest target first.

A monster just trying to defend itself might ignore a downed character because its no longer threatening them.
A Hell Knight is killing the downed PC if they see a cleric in the party cause they know that's the most efficient way to neutralize any attempt at bringing the PC back into the fight.


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Ravingdork wrote:

I've had GMs attack downed PCs just because the creature had dragon frenzy or a similar multi-attack ability, left over attacks in the activity, and no other available targets.

"Downed you on the first crit, so here's two more for ya!"

I love it when that happens. No better way to determine whether you have plot armor or not if there's any doubt. It forces tables to be honest with themselves.

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