Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/3/83 based; site hou2g.UUCP Path: utzoo!watmath!clyde!cbosgd!ihnp4!mhuxn!mhuxr!mhuxj!mhuxt!houxm!hou2g!scott From: scott@hou2g.UUCP (N. Ersha) Newsgroups: net.games.frp Subject: Re: Zero Hit Points Message-ID: <567@hou2g.UUCP> Date: Mon, 29-Jul-85 08:51:13 EDT Article-I.D.: hou2g.567 Posted: Mon Jul 29 08:51:13 1985 Date-Received: Wed, 31-Jul-85 03:07:04 EDT References: <82@avsdS.UUCP> Organization: rest, relative to the universe Lines: 25 In my campaign, we play a variation on the zero hit point "death" (this works only for combat damage, not poison). When a character is down to zero hit points, he is in a "coma" if *any* character reaches him to render even rudimentary first aid within d4+1 rounds. If no one reaches him/her in this time (or first aid is "interrupted" by an adversary), the character dies. (No Save :-)). Then, AFTER a healing spell or potion is tried the character must survive a system shock roll, with a -5% modifier for each HP taken after he/she reaches zero. Note this means that the healing magic CAN be wasted. This makes characters a *little* harder to kill, but is balanced by the peril it puts his "rescuer" in. "Rescuers" are burdened with a poor defense while giving first aid, you see. And your recovery ability is based on constitution (via system shock), which is natural. SJBerry