Death and dying (Bonds of Blood)

Death and Dying
When a player’s hitpoints are -10 or lower they are dead

Death Penalties
The death penalty is 50 experience per level and 5% of the player’s gold.

Only non-enemies of a player can raise a player from the dead. This stops the raise/kill/raise/kill issue.

If a player kills another player then the death penalty is waived.

Dying Rules
When a player’s hitpoints are 0 to -9 they are considered dying.

Every round a dying player loses 1 hitpoint.

A player’s will save or fortitude save (the higher of the two) is used to determine their chance (1d100) of stabilize if dying. For example, if a player rolls a 31 on their saves and the chance to stabilize that round is 30, then the player with stabilize. If stabilized, their health will return to 1d10 hitpoints. I do not agree with the 10% chance of stabilizing in D&D as I believe the “Will” to live or the “Fortitude” of the player is a better check. There is also a variant dying rule in D&D 3.5 that uses a fortitude save, so that is another reason a fortitude check has been added.

A dying player can fool enemies around him by “playing dead” so he is not attacked while dying, giving him a chance to stabilize. The check is only done once right before the player enters dying mode. The roll is the dying players Bluff rank + 1d20 versus the enemies Will save.

Party members can use cure spells or healer’s kits on a dying player to stabilize them.