Health and Death's door (liberally stolen from Darkest Dungeon)
Looking for feedback on the following "dying" rules for use in an OSR like game.
Death's Door
- PCs do not fall unconscious or stop fighting at zero HP. Instead, they are at Death's Door and any blow could be their last.
- DC 16 CON Check whenever you have zero HP and take damage. Fail and die immediately. Roll 20+ (a dirty 20 or more) and recover 1 HP.
- DC 16 INT Check to stabilize an ally at Death's Door and restore 1 HP.
Players stay engaged and contribute every turn instead of ticking down death timers and rolling death saves.
There's a bit of agency over character death. Players suddenly dropped to zero HP can flee or play defensively.
STAT and HP rules listed below for reference:
Stats
- Stats are tracked as bonuses. Having 3 CON means you roll d20+3 on a CON Check.
- Roll 3d6 at level 1. Stats are numbered 1 through 6. Add 1 to each rolled STAT. EXAMPLE: Rolling 2, 2, 3 generates a character with +2 DEX and +1 CON.
- STRength
- DEXterity
- CONstitution
- INTelligence
- WISdom
- CHArisma
- PCs add 1 to a Stat of their choice and describe how their background contributes to this bonus
- PCs get +1 to two separate Stats at first level of their class
- PCs gain +1 to a Stat at each level but cannot increase the same Stat twice in a row. Max level 10.
HP
- PCs start with 1d6+2 HP and get an additional d6 HP per +1 CON. A PC with 2 CON starts with 3d6+2 HP.
- Reroll HP at every level. Take the new value if greater - otherwise increase HP by 1.
Damage
- All attacks deal a single die of damage (d4, d6, d8, d10, or d12)
- Effective attacks roll damage with advantage (roll twice take greater)
- Ineffective attacks roll damage with disadvantage (roll twice take lesser)
- Sharp weapons can explode once (roll max value, roll again, and add the two rolls together)
- Blunt weapons reroll 1s and 2s
- d8, d10, and d12 remain relatively lethal across all levels