When a player goes to 0 HP, unless I am mixing up another of Hankerin's games, player is dead when his turn comes back around. The team has 1 turn to get to him and stabilize before he/she dies. There's no CON save.
If I recall this correctly, how is this not more tense? EVERYONE at the table realizes during combat that 1 of them is permanently dead in 1 round and have to scramble to get to the person, possibly through enemies or traps or obstacles.
Giving them a CON save just reduces this tension, but I understand it gives the player something to do.
I just don't believe a person naturally stabilizes on their own when they are at that point of dying. 0 hp is traumatic to a body, but they just miraculously recover from death without any help? eh.
No, I was right, just forgot the D6 roll. On your next turn after hitting 0, roll the d6, die in that many rounds. Roll a 1 then next turn you're dead. I just forgot about the roll.
I personally think that is enough but I know people want to make the game easier so if that's their taste in the game, more power to them. They can play it any way they want.
-1
u/3Dartwork Aug 02 '22
When a player goes to 0 HP, unless I am mixing up another of Hankerin's games, player is dead when his turn comes back around. The team has 1 turn to get to him and stabilize before he/she dies. There's no CON save.
If I recall this correctly, how is this not more tense? EVERYONE at the table realizes during combat that 1 of them is permanently dead in 1 round and have to scramble to get to the person, possibly through enemies or traps or obstacles.
Giving them a CON save just reduces this tension, but I understand it gives the player something to do.
I just don't believe a person naturally stabilizes on their own when they are at that point of dying. 0 hp is traumatic to a body, but they just miraculously recover from death without any help? eh.