New Dying HR

4th Edition, House Rule Add comments
Dying
Tweaking my death/dying house rule. Pretty simple and it came to me this morning in the wee hours. If you make your death save you get a minor action. This doesn’t seem like much but as long as you have a potion of healing on your person and the surge to use it, this gives you ‘self res’ ability.  Since the group only has one leader and that leader is an artificer this gives them very limited healing.  For groups that have clerics or multiple leaders this is way overkill, if someone dies in such a group then they’re either going up against things they shouldn’t be, the dice REALLY hate them or they’re not playing well.  And those situations don’t need a full blown rule, just DM mediation from time to time.

You can still die, for the average person in multiple ways. You don’t have a healing potion. You’re out of surges. You fail your death save three times before you make two successes. [Going to disallow Quickdraw for this particular effect. It's hard to be quick and dying at the same time.]

Because it’s not a standard action you can’t Second Wind. Unless you’re a dwarf of course so this boosts the dwarf’s ability to Second Wind as a minor action. But then the only dwarf in the party is my wife and not killing one’s wife’s character off is probably a good idea if it can be helped. Although I’ve done it in the past.

If you have some other way to heal yourself with a minor action you’re also good.  So leaders or anyone multi-classing into a leader or hybridizing into a leader will be set up fairly well. The rest of them will need to keep a potion and a surge handy.

It makes use of a saving throw that’s already being made so there’s no extra rolls. It simulates a recovery into semi-consciousness. On the downside, any character that is feebly fumbling a potion out of their belt will be subject to discretionary attack by any adjacent hostile although ranged attackers unless they’re sentient and particularly vicious will probably ignore or not notice a prone dying opponent’s movements.

Anyway, thought I’d share.

Dying Condition-

Make a saving throw when you are dying.  If you fail you take one death strike.  Fail three times and you are dead.  If you succeed you can make a minor action.   If an desired result requires two minor actions then they must be made in succession typically.  Example:  Retrieving a potion and drinking it requires two minor actions typically.  If the character makes their save they retrieve the potion.  If they fail the subsequent save then they’re assumed to have dropped the potion and must now spend another minor action to retrieve it from the ground where it may have rolled.

One Response to “New Dying HR”

  1. Anonymous Says:

    On a related note, one night my group tried a twist where the DM rolled death saves behind the screen. No one knew whether the character was dead or alive until another character got to them and checked. I recommend trying it, as it makes the whole thing much more suspenseful.

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