An additional chat window message in red for health = lower than 10 % or so would be nice - or one exclamation mark message like used in those Wold Messages.
"You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"
If that takes place, the system definetly needs a new way of being stabalized. I mean from even -50 Hp... save at 49... Now add healing curse at low levels with newbies without remove curse spell/pots...
A rogue is basically, "Look at me or die."
The error in your logic is that at higher levels, the margin doesn't make a difference. 10 hp just isn't enough to make a visibile difference in higher level content. Everyone goes from 'I'm up!' to 'I'm dead!' immediately. And in the rare cases where you do end up incapacitated, the next time a trash mob breathes in your general direction, you're dead. Ultimately, it's like we don't even have an incapacitated state beyond a certain level. My proposal fixes that so that at least we still keep the mechanic at higher levels.
Do I think those with higher hit points should have larger margins? Of course. Do I think that everyone should have the same incapacitated margin. No. And here are my reasons:
1. You picked the class that you are playing. Melee classes are meant to be tougher in combat, and specialty/caster classes are meant to be weaker/easier to kill. If you want to change that, you'd need to first address the number of hit points each class gets per level.
2. You picked how much you put into Con. I'm pretty sure that stat is secondary or tertiary for most builds. Having a low Con score in DDO is close to being completely useless. There are also plenty of items to adjust Con.
3. You picked the items you are wearing. There are also several items that grant a permanent boost to your hp. It's not much, but it is there.
I don't see that everyone needs to have the same buffer and that it 'isn't fair' if others have a higher buffer than you. They chose the class, put in the points, and wore the items to get there. DDO remains a game about choice.
And in the end, you'd end up with a better incapacitated range regardless (unless you happen to have a character with less that 110 hp at high level).
There are three ways I know of being stabilized:
1. Diehard feat (auto-stabilize)
2. Any healing effect (will stabilize you in addition to providing the healing)
3. Healing Kits (do people use these?)
There may be some others that I've missed, but those are them.
As a side note, one thing I used to run quite a bit was Mantle of the Worldshaper for its 1/min regen of 1 hp. If you happened to fall into incapacitated, there was a chance that the effect would go off and you would auto-stabilize.
/signed.
Coming from Rolemaster ( PnP ) where a given hit can make you bleed up to 12hp/round ( and you can accumulate bleeding wounds ) even when not uncounscious I agree with the idea.
Now I'm going to be the bad guy...
/not signed.
From the D&D ( PnP ) standpoint the -10 is a hard limit that has been here for ages... ( it's there in all the (A)D&D versions that I remember playing... either as a core rule or as an option everybody used ).
It's one of the things that makes D&D, like the THAC0, the AC, the memorized spells and the 6 Stats.
Seeing that disappear too would put us further away from the original D&D.
On G-Land : Flavilandile, Blacklock, Yaelle, Millishande, Larilandile, Gildalinde, Tenalafel, and many other...
I like the idea of having it CON based rather than max HP based.
How about something easy to figure: you die when you reach the negative of your CON score?
I know that I was seeing slicing damage (damage post-combat) for thirty-something per tick in the new Epic areas.
This is one thing that I'm always torn on. I do like the nostalgia of the game being close to the PnP version. But I also understand that PnP doesn't translate well to an MMO. They're two entirely different creatures. I'm actually more OK with the mechanics of things changing to work in the MMO-verse as long as they keep the lore in place.