| Post/Author/DateTime | Post |
|---|---|
| #1AstromathAug 09, 2010 18:03:33 | I have a slight problem with death saving throws. Well, not exactly. Death saving throws allows for a PC to spend a healing surge on a natural 20. Here's my problem: The heal skill, if successful, removes the need to roll death saving throws. By removing the ability to roll death saving throws, you also remove the ability to spend a healing surge when rolling a natural 20. So, here's my house rule: Even though the PC is no longer needs to roll a death saving throw, the PC can roll one anyway just to see if the PC can roll a nat 20. Failing or succeeding does nothing because the PC is no longer dying. |
| #2CentauriAug 09, 2010 18:14:21 | I have a slight problem with death saving throws. Well, not exactly. Death saving throws allows for a PC to spend a healing surge on a natural 20. Here's my problem: The heal skill, if successful, removes the need to roll death saving throws. By removing the ability to roll death saving throws, you also remove the ability to spend a healing surge when rolling a natural 20. I understand your concern. The player is left with absolutely nothing to do, and nothing to be done to him. Under this rule, the Heal skill could also continue to be applied to the PC to give them out-of-turn saves, or a bonus to saves. I see no problem with this approach. |
| #3BandikootAug 09, 2010 18:35:03 | While I can see where you are coming from, I've never seen the death saving throw system as something that was really intended to heal up characters. It's more of a way of giving a PC's allies a lot of time to get around to fixing him up, while throwing in some added suspense after a couple of failed throws. The nat 20 heal was just part of the whole "nat 20 is something special" in combat mentality. Are your PCs having to making enough death saving that a 5% chance is actually an issue? |
| #4CentauriAug 09, 2010 18:37:07 | While I can see where you are coming from, I've never seen the death saving throw system as something that was really intended to heal up characters. It's more of a way of giving a PC's allies a lot of time to get around to fixing him up, while throwing in some added suspense after a couple of failed throws. The nat 20 heal was just part of the whole "nat 20 is something special" in combat mentality. Are your PCs having to making enough death saving that a 5% chance is actually an issue? This rule wouldn't really heal them, it would just give them something to do on their turn. If they don't want this bone, they're welcome to forego it, and revert to the standard rule. |
| #5BandikootAug 09, 2010 18:48:44 | I understand that. I'm just wondering why so many PCs are laying around sustained that it's become an issue of the sitting player around bored. Playstyles vary, but in our group when someone goes down, someone else gets them back up ASAP. And honestly, as a player I would just skip this. I don't feel rolling a single d20 on my turn counts as doing anything. Just skip me and get on to either the healer doing his job or the next combat. |
| #6CentauriAug 09, 2010 18:50:29 | I understand that. I'm just wondering why so many PCs are laying around sustained that it's become an issue of the sitting player around bored. Playstyles vary, but in our group when someone goes down, someone else gets them back up ASAP. That's not always possible. And honestly, as a player I would just skip this. I don't feel rolling a single d20 on my turn counts as doing anything. Just skip me and get on to either the healer doing his job or the next combat. Thanks for your honesty. |
| #7BandikootAug 09, 2010 19:04:12 | I understand that. I'm just wondering why so many PCs are laying around sustained that it's become an issue of the sitting player around bored. Playstyles vary, but in our group when someone goes down, someone else gets them back up ASAP. I was on the ground for a round just this past Saturday without anyone being able to help, so I've been there. ASAP was 2 rounds. And honestly, as a player I would just skip this. I don't feel rolling a single d20 on my turn counts as doing anything. Just skip me and get on to either the healer doing his job or the next combat. I never can tell when there's saracasm or not in text without emoticons. ![]() |
| #8Tony_VargasAug 09, 2010 21:58:35 | A Heal check can also trigger a second wind, even on a downed ally. So, if the guy making death saves hasn't used his second wind yet, that'll get him up. Since healing a dropped character heals him from 0 instead of his current negative, waiting for allies to drop before healing them can be efficient (but risky, they could lose an action or get killed outright). If your group is finding itself with members frequently making death saves, they might try getting more healing - maybe an additional leader, more potions, whatever. |