The upcoming 4th edition of D&D will feature improved rules for a wounded character becoming incapacitated before dying. There are numerous good reasons for that, which the authors have explained in an article (You might need a subscription to read that) The key advantage of the new system is that it scales up as the character advances (instead of merely scaling down as the enemy advances). The authors have published easy rules to add the new dying system into a 3.5 edition D&D game. DDO should implement that change as soon as possible.
Here are the new rules
- When reduced to under 1 hp, you fall down but are still alive if your negative hps are less than 25% of your normal hp total.
- Every 10 seconds, roll a stabilization d20 check:
01-10: You bleed. If this happens three times, you die.
11-19: You lay there.
20: You make a heroic recovery effort, and immediately stand up with 25% of your normal hp total.- Any healing spell cast on you brings you to 0 hp for free, then adds the healing. (Thus casting CLW on a barb at -93 will bring him to 7 hp, not -86 hp)
- Auto-stabilizing with the Diehard feat or the Warforged race prevents the negative effect of rolling 1-10 on the stabilization check.
Adaptation Notes
- Due to the higher hitpoints of DDO characters, it would be reasonable to bring the hp threshold down from 25% to 12.5% or even 10%. (Consider that DDO barbs get 12/level instead of 6.5/level average)
- Due to the real time nature of DDO, I suggest that the interval between stabilization checks be reduced to 3 seconds if a character is stabilized. That way, a stable character needs to wait only an average of 60 seconds to stand up, not the 3 minutes it would take otherwise.
- I also suggest that Heal checks to save an incap character be given two DCs. The normal, higher DC will restore the victim to 1 hp, while the lower DC will stablize him and prevent death, but not get him immediately back in action.
- The Diehard feat would be more fun if, instead of providing auto-stabilization, it instead doubled the amount of negative hitpoints you could survive. (That would make the feat less useful for soloing, but much much more useful for parties, and also give it relevance to Warforged)
Gameplay notes
- The change to the negative hp threshold will make it more likely a high-level character survives an enemy attack and can be rescued by something less drastic than a Raise Dead spell, increasing the sense of cooperation and teamwork.
- The increased hp threshold will make the Diehard feat much less worthless.
- The chance to roll a natural 20 will make it more exciting to "play" an incapacitated character, as you'll eagerly anticipate each new chance to amazingly recover.
- A typical 300 hp level 16 character would be incap when between 0 and -75 hp using the 25% threshold, or 0 to -37 hp using the 12.5% threshold. Because the chance to recover doesn't depend on how far negative you are, no incap character will face a longer delay than any other.