Talk:Epic Path: Difference between revisions

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:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.
:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.
:* however, it would greatly simplify the hit point tracking in the game.
:* however, it would greatly simplify the hit point tracking in the game.
* '''Conditions and Dying:''' conditions have a number after them, indicating potency (e.g. slow 2).
:* means fewer names for conditions for people to memorize, and less confusion about what severity a condition has.
:* would allow some conditions to have more levels than others (e.g. slow could go to 6, reducing speed by 1 square per potency).
:* '''''dying''''' is a condition, with a potency. If you reach dying 4, you die.
::* removes negative hit point tracking. Once you are reduced to 0 or fewer hit points, you stop tracking hit points, and are 'dying'.
::* each failed stabilization save increments the dying condition.
::* getting knocked to zero by a crit starts you at dying 2 (instead of dying 1 from any normal hit).
::* save DC of the stabilization is based on the CR of the monster which inflicted it, just like all other conditions.
::* '''''recovery:''''' being raised up above 0 hit points doesn't make you snap to consciousness; you still have to succeed on a stabilize check before you wake up (or non-combat time has to pass).
:::* need to review this one; might make dying way too rare, even at very high levels.


==Pets==
==Pets==

Revision as of 19:35, 21 March 2018