Death

Death Rules work as per the PHB.

However, main characters will not die during the course of the campaign.  Instead, they will receive injuries that can not be cured by healing. Called Heroic Injuries, when a player suffers death they roll a d100 and receive the injury on the chart.  For flavor reasons, players may substitute limb names, however, the ability penalty remains the same.  Players may have multiple heroic Injuries.

Once after a player levels, they may remove 1 Heroic Injury.

 

Roll Injury Penalty
99-100 Seen the Light Player escapes death, returns to 0 hit points.
95-98 Blow to the head, causing no injury but triggering bad childhood flashbacks All Abilities -1
91-94 Pinched Nerve Strength -4
87-90 Sprained Ankle Dexterity -4
83-86 Bone Bruise Constitution -4
79-82 Ringing Eardrums
Intelligence -4
75-78 Light Concussion Wisdom -4
70-74 Broken Tooth Charisma -4
69 Lacerated Groin All abilities -2
63-68 Herniate Disc Strength -5
58-62 Dislocated Kneecap Dexterity -5
53-57 Cracked Ribs Constitution -5
48-52 Cracked Skull Intelligence -5
43-47 Mild Concussion Wisdom -5
38-42 Deep Scar Charisma -5
33-37 Muscle Tear Strength -6
27-32 Broken Leg Dexterity -6
21-26 Collapsed Lung Constitution -6
15-20 Brain Swelling Intelligence -6
9-14 Major Concussion Wisdom -6
3-8 Detached Retina Charisma -6
1-2 Death Death
 
Discuss (3 posts)
Re: Death
Feb 25 2010 16:13:25
Here's the chart for death rolls. As you can see, there's still a small chance of dying.
#6
Re: Death
Feb 26 2010 03:35:05
Seems harsh. I say that not because I honestly care where my stats are, but if you look at it this way. We are not going to have high stats how we are doing it now, since we are spreading them out throughout the levels then our stats are going to be way less than usual so a -anything would be pretty catastrophic.

Yes, I enjoy the no perishing to keep the plots aligned and make us feel the heroes. But, gimping us that terrible might not be the way to go. Just a idea. Gotta figure at 10th level we still only have half the stats we would normally start with.

Maybe a progression system of sorts.
1st death: 2 skill points random minus
2nd death: -2 random ability
3rd death: -1 Level
4th death: Dead, no coming back
#8
Re: Death
Feb 26 2010 21:58:54
I didn't want death to be a slap on the risk. The alternative is usually you die and roll up a new character, especially at low level where there is no access to raise dead and resserect.

I looked at math of making it 1 simpler or 1 easier and -6 max penalty felt about right. On paper it looks harsh, but really its a -3 to that particular abilities skill set for 4 to 6 weeks of gaming.

I appreciate the idea for a progression system, but taht feels more like a slap on the wrist. a 3rd death is equivelent to being res'd (fairly difficult) in a normal game and a 1st death is the equivalent of a bad night of drinking. I do still want the game to feel dangerous, and for coming close to death to matter. I see a lot of cool role playing opportunities for you guys who have died. This also should make characters, as usual, not want to die but still have a playable character upon dying.

However, to make it a bit easier for you guys I will write into the rule that you can never loose enough ability points that would drop you below 6 in an ability score.

This way, if you have the unfortunate chance of dying 2 or more times, it will prevent the screw age factor if you roll unlucky.
#9

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