Showing posts with label character death. Show all posts
Showing posts with label character death. Show all posts
Tuesday, July 8, 2014
Better Living Through Clones: Death and Dying
Continuing my journey through D&D's recent clones, looking for good rules that I can grab without needing to run them as a whole, we come to a topic that arises an awful lot in old school gaming: death.
Original D&D had death at 0 HP. Per various reports, one of the distinguishing features between Arneson and Gygax is that the former had no Raise Dead type spells in his campaign, while the latter's players always Raised a fallen comrade. Gygax's AD&D changed the tables where going to 0 (optionally as low as -3) meant you "bleed to death" until -10 HP at the rate of 1 per round. It also introduced my least favorite part of the death and dying rules, "binding wounds" as a form of emergency first aid that suddenly saves characters. It does have the wrinkle that hitting -6 will cause some kind of permanent wound.
Labyrinth Lord and BLUEHOLME kill you dead when you hit 0, no questions asked. Which is fair; it's also what the classic versions of the game they emulate do. OSRIC likewise follows AD&D with the countdown to -10.
Swords & Wizardry does the same, but there's a house rule suggested with negative HP (1 lost per round) up to character level, which doesn't really help low-level characters much but could save a higher-level one who ran into bad luck.
Lamentations of the Flame Princess tinkers with the AD&D system. 0 HP does not cause death, but unconsciousness; -3 is a mortal wound and causes death in 1d10 minutes. Instant death is at -4 hit points. It's not quite clear if there are any bleeding out processes going on; I actually don't think there are, but I'd be willing to be corrected.
Basic Fantasy RPG says that 0 HP is death but presents a couple of optional rules: enabling Raise Dead spells, allowing save vs. Death Ray to survive for 2d10 rounds, or the traditional AD&D "you don't actually die until -10 HP" rule. It offers a variation where the maximum negative HP equals the PC's Constitution score.
Adventurer Conqueror King System has an elaborate "mortal wounds" table that, based on a d20 roll (modified by a variety of factors) and a d6 roll, determines exactly what kind of wound you sustained. This offers a good variety of results that aren't instant death, and gives some potential dismemberment or disfiguration as a result of brushes with death.
While it says it's not a clone (and technically really isn't), Dungeon Crawl Classics does have two mechanics for 0 HP not quite killing a character. One is that on the round a character hits 0 HP or the round after it, the PC can be healed. The other is the "recovering the body" check where it turns out via a Luck roll that the PC isn't quite dead. So that's two last chances. (As long as you're not a 0 level schmuck in a funnel. In that case, you're just dead.)
None of these match what I currently do: I roll 1d6, subtract any negative hit points the character takes, and the result is the number of rounds it takes for the character to bleed out. If this total is 0 or less, it means that instant death has occurred. Magical healing is possible during this window.
The option that is most tempting to me is the ACKS table. It's certainly the most inventive of the lot, and offers a lot of great gory possibilities. The problem is that the rules for how it applies are a bit complicated; I'd be tempted just to roll on it with 1d20 + Con bonus - negative HP. The ACKS way of figuring exactly what percentage of HP you are below 0 is just too fiddly for me. My own house rule is not far from either LotFP or DCC, and I like elements of both. It really requires some more thought as to which is most stealable.
Friday, July 12, 2013
Defying Death
A few things have had me thinking about what happens when characters are reduced to 0 HP or less. In OD&D and most versions of Classic D&:D, characters by the book are dead. AD&D gives a countdown to -10 HPs.
Most of the time when I'm running, characters taken down to 0 hit points are in fact dead. In large part this is because I've been dissatisfied with the behavior that letting PCs go down to -10 HP causes, where PCs will take bigger risks and rather blithely go down to negative numbers. The OD&D rule creates more paranoia. But at the same time there are interesting possibilities for giving a PC a chance to be "not quite dead yet."
The Dungeon Crawl Classics rules have a Luck check for "recovering the body" where the PC may be dead or not. If they aren't, they have 1 HP and a permanent loss of one point to a physical statistic. That's not a bad start, but I think there are more interesting and flavorful ways to go about not quite dying.
What I have in mind is the idea of defying death. Basically: once in a character's life, they have a 3-in-6 chance of not being dead when reduced to 0 or fewer hit points. This permanently subtracts one from Constitution and one from Charisma. However,they have stolen a life from the gods of death, and owe them a death. Failure to deliver will bring about the character's death by seeming accident.
Now, simply killing your own enemies doesn't seem thematically right for this. I like the idea that, somewhat like in the A Song of Ice and Fire series, the life stolen has to be repaid by killing at the request of another. Anything that can be perceived as cheating, like having a fellow party member ask you to kill that orc over there, could draw the ire of the death gods. Ideally it will be a deed the player doesn't actually want to do, and result in some trouble that will create an interesting adventure.
I'm tempted to limit this to people who have gained a level. It would seem to me that there is some degree of heroism that makes such a thing possible. The curse is more for fun; my main concern is to make the idea that not being dead is a one-time thing with a real cost.
What do folks do for defying death in their games? What do you think about this idea?
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