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Selvec Darkon
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Posted: Sat, Jan 24 2009, 16:11 PM |
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Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Okay, so I noticed today that no longer do monsters stop attacking you when you stabalize, or got into that mode of slow death, but you actually get attacked still, even when you do stabalize and are all alone with no party members to continue the agro.
Now, is there any point to having Stabalizing? I'm a little confused, it seems like something thats a great idea, but doesn't seem to be doing what it should anymore. Am I missing something?
How does Stabalising work? Are the monsters meant to stop attacking if you go into slow death alone? Is there a point to the system?
Just a few questions I'd like answered if possiable.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Dakotaen
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Posted: Sat, Jan 24 2009, 16:13 PM |
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Joined: 21 Mar 2007 Location: Denmark
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Odd. When I got splattered up at the giants earlier today, they left me alone when I was dying.
_________________ Profiles: DakoDako & ElWacko
Characters: Currently trying my best to stick to Beridoc Brushgale
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Leggomi Eggolas
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Posted: Sat, Jan 24 2009, 16:17 PM |
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Joined: 13 Aug 2005 Location: Oregon ('OR-ə-gən') [-8 GMT]
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It's how it works in 3.0, except normally monsters will cease attacking an unconscious foe. Perhaps something can be done to alleviate this?
_________________  Those trees won't burn themselves down. (by Maryn)
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Selvec Darkon
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Posted: Sat, Jan 24 2009, 16:22 PM |
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Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Leggomi Eggolas wrote: It's how it works in 3.0, except normally monsters will cease attacking an unconscious foe. Perhaps something can be done to alleviate this?
It's happened a few times to me when facing goblin as a lowbie, or other area's on A-mia. Been happening for a long while actually, always assumed it to be some new rule since nobody else made any complaints.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Phantom-D
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Posted: Sat, Jan 24 2009, 16:23 PM |
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Joined: 01 Aug 2005
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Also it seems you still have quite a bit of AC and monsters are "missing" an unconscious foe. Kind of weird I guess.
Then again natural AC and magic can explain that.
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Carter
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Posted: Sat, Jan 24 2009, 16:49 PM |
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Joined: 15 Aug 2005
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It seems to be pretty random, really. Sometimes, they stop attacking you, while other times they don't. It's completely unpredictable. I'd really like it if they would stop, though. The whole dead/dying thing is supposed to serve the purpose of giving allies time to heal you, or get you someplace safe at least. On NWN, it just means you can't heal while they do damage.
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blackvswhite
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Posted: Sat, Jan 24 2009, 16:57 PM |
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Joined: 08 Nov 2008
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yes. it is very random whether they attack or not. idk why they would continue beating/stabbing an unconcious body... it is very frustrating... expecially with a party. they should at least get everyone unconcious before making sure they aren't coming back
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Leggomi Eggolas
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Posted: Sat, Jan 24 2009, 17:28 PM |
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Joined: 13 Aug 2005 Location: Oregon ('OR-ə-gən') [-8 GMT]
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The other problem in general, is that much past Kobolds, It's highly unlikely that you'll be hit to between 0 and -9. you're normally sent well past -10 with a single hit in any event.
_________________  Those trees won't burn themselves down. (by Maryn)
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blackvswhite
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Posted: Sat, Jan 24 2009, 17:51 PM |
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Joined: 08 Nov 2008
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it only goes to -9? It should increase based on your health. 5 + 10% of your total health or something
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Leggomi Eggolas
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Posted: Sat, Jan 24 2009, 18:01 PM |
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Joined: 13 Aug 2005 Location: Oregon ('OR-ə-gən') [-8 GMT]
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blackvswhite wrote: it only goes to -9? It should increase based on your health. 5 + 10% of your total health or something
"onplayerdying" I think is a fixed event in NWN that triggers when a player is between -10 and 0 HP.
_________________  Those trees won't burn themselves down. (by Maryn)
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TormakSaber
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Posted: Sat, Jan 24 2009, 19:42 PM |
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Joined: 16 Dec 2004 Location: Somewhere
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It's also a pretty concrete DnD rule. >.>
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Cori
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Posted: Sat, Jan 24 2009, 20:12 PM |
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Joined: 10 Aug 2005 Location: Ottawa, Ontario, Canada
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It is rather random as to whether the monsters will stop attacking you. Part of it seems to be based on them finishing their current action/round, so if they are just about to attack when you die, that action completes before they stop. Sometimes, it seems like the "about to trigger" action, of attacking, seems to override the command to "stop attacking", and it's like they miss the instruction, so they keep attacking.
I find it useful even at higher (but pre-epic) levels, because while it may not happen *often*, that you land in the 0 to -9 range, it *does* still happen sometimes, and it is a very nice bonus when it does. Especially with regen. <3 regen.
I'd rather it work that no blow "kill" you completely (short of like, a dev crit, or death magic), but that it always put you intoa "bleed to death" phase, giving allies that one last chance to save you before you bite it completely. But I know that won't happen - I just think it'd be nice if it did work that way.
_________________ Role with the Punches...
Elan: A 10% chance is pretty unlikely, but everyone knows that a one-in-a-million chance is a sure thing!
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Yossarin
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Posted: Sat, Jan 24 2009, 20:23 PM |
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Joined: 23 Jan 2006
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It pretty much happens to me all the time. Anytime I go down they don't stop attacking. I've always just assumed that my PC has a fresh-faced spark of life to him. Even when dead.
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Colapops
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Posted: Sat, Jan 24 2009, 21:14 PM |
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Joined: 16 Feb 2008 Location: Keep your distance.
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And I've seen you go down, Yossarin. A lot. Can we fix this bug so Yoss stops getting so dehydrated? I don't want him to keep getting sick.
_________________ The origin of storms.
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Gunz
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Posted: Sat, Jan 24 2009, 21:27 PM |
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Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Yeah, I've experienced that it's pretty random also. Sometimes they stomp the crap out of me, sometimes they leave me alone.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Moridan_X
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Posted: Sat, Jan 24 2009, 22:11 PM |
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Joined: 23 Dec 2008
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they like to attack dead bodies
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Selvec Darkon
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Posted: Sun, Jan 25 2009, 1:32 AM |
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Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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TormakSaber wrote: It's also a pretty concrete DnD rule. >.>
I guess sometimes DnD rules need to be put aside for the over all enjoyment of the game? Though in this case it seem's like the rule doesn't even come into play 80% of the time.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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TormakSaber
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Posted: Sun, Jan 25 2009, 2:27 AM |
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Joined: 16 Dec 2004 Location: Somewhere
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Incdentally that happens in PnP, too.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Zanthair
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Posted: Sun, Jan 25 2009, 4:45 AM |
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Joined: 03 Jun 2007 Location: [st]Ultrinnan[/st] [st]Edonil[/st] Nec'perya
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i love stabilization, expecially if i get killed via spell.
Then they hardly ever attack me, and regen keeps me from actually dying. Also, i've run around a corner as I turned it to get out of range, i died from the mindflayer boss's special attack, but it put me at -8, regen keeping me alive long enough for it to fully get me up, cast heal, go into GS, put out a gate and save the ass of my party member, while we turned tail and ran.
_________________ Slander [Zanthair Akarupa of the Horsemen of the Apcalypse] - Sorcerer 'Mediocreare' Isendu't'tar Ussen'd'Vhid d'My'ana'd'Xull'd'Vharcan - possibly the longest name in Amia Tiffany Seagrass - weak and fragile weaver of words
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Yurell
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Posted: Sun, Jan 25 2009, 5:18 AM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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I hate it when they continue to attack while you're stabilising. It is annoying and defeats the point of stabilising. It just seems so random about whether they decide to take the time to kill you or not.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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FA_Frey_XC
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Posted: Sun, Jan 25 2009, 5:42 AM |
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Joined: 18 May 2005 Location: XC HQ Alpha, Sol System, Sirius Sector.
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Wow, imagine that.
Random-ness in a game dominated by..
random die rolls.
*shrugs*
Sound like it's working as intended... some people stabilize.. some don't.
Regards,
_________________
"Come under the flag of truce, and brook no treason... for mineself is Death, and care not whom knows mine touch."
- Frey Asaid'De Majere
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Guxx
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Posted: Sun, Jan 25 2009, 5:52 AM |
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Joined: 04 Dec 2007
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Stabilizing is for pvp... because there's nothing cooler then a guy knocked to -8 hp stabilizing and getting back up to win it.
_________________ Dran 'Brick' Do'ani - The Half-Drow
"Hey, who you calling un-chrasimatic?"
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ticket
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Posted: Sun, Jan 25 2009, 6:19 AM |
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Joined: 02 Jan 2009
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Is it possible to make the threshold hp for stabilizing... for example to -100?

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RigorIYIortis
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Posted: Sun, Jan 25 2009, 6:30 AM |
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Joined: 20 May 2007 Location: Delaware, USA
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it should be -10 +con modifier
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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ticket
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Posted: Sun, Jan 25 2009, 6:31 AM |
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Joined: 02 Jan 2009
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RigorIYIortis wrote: it should be -10 +con modifier Or Fort save?
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Yurell
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Posted: Sun, Jan 25 2009, 6:33 AM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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FA_Frey_XC wrote: Wow, imagine that.
Random-ness in a game dominated by..
random die rolls.
*shrugs*
Sound like it's working as intended... some people stabilize.. some don't.
:)
Regards,
I thought it was te buggy sort of random, not the 'roll to see if they continue to maul your fallen body' kind of random
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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FA_Frey_XC
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Posted: Sun, Jan 25 2009, 6:59 AM |
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Joined: 18 May 2005 Location: XC HQ Alpha, Sol System, Sirius Sector.
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I've not experienced it, because Frey doesn't die.
He also doesn't go shopping much.
But honestly, it sounds from just the tone of this thread that it's working. Some people see it, some don't. Some see it all the time, some never do.
Certainly, all joking and BS aside, I am not one to discourage the devs to take away from the countless other things they are trying to get done to look into the scripting that Disco just overhauled not but around 6 months ago and see if there's a screw loose.
But, it seems to me that it certainly looks random. Perhaps we could engage in some actual testing, and report such in the "Things to Change" forum first, to see if something is actually broke before suggesting changes that would - again - burn more dev time on something that is pretty trivial , IMHO.
Of course that could be because Frey doesn't die, that's it trivial in my mind.
I dunno.
Regards,
_________________
"Come under the flag of truce, and brook no treason... for mineself is Death, and care not whom knows mine touch."
- Frey Asaid'De Majere
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xordae
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Posted: Sun, Jan 25 2009, 7:10 AM |
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Joined: 01 Jul 2005 Location: Germany
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From my experience the chance of stabilizing goes up when the level of the monsters goes down. They don't do as much damage, thus creating more possibilities for non-lethal knockout in the first place. Kinda makes sense IC that way, too. What the monsters do when they see you drop has always been random.
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Athyonn Ursidae
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Posted: Sun, Jan 25 2009, 9:53 AM |
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Joined: 19 Oct 2008 Location: UK
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In answer to the original post question, yes there is a point to it.
I know it doesnt always work out right, but when you do stabilise it always feels like its my lucky day to save me from having to respawn 
_________________ Siggy by Maryn
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RigorIYIortis
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Posted: Sun, Jan 25 2009, 22:21 PM |
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Joined: 20 May 2007 Location: Delaware, USA
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I can honestly say I can count on one hand how many times I've seen someone in a party stabilize without the use of outside healing.
I can also count on one hand how many times any of my characters have stabilized going solo without the spawns continuing to attack the fallen body.
I suggest when a character falls below 0 hit points and no other hostiles (pcs) be in the immediate area, the attackers should cease attacking or maybe despawn immediately.
Further it makes sense that if a character is at exactly 0 hit points they are automatically stabilized on a fortitude save. If they are at -1 or below they get a fortitude save at every subsequent bleeding point loss to a maximum of -10 modified by a bonus/penalty due to Constitution. The DC of the save is a base of 10 +1 for every -1 of blood loss.
ie:
Bob the 2nd level Fighter has a Con of 18 giving him a bonus of +4.
Bob gets in combat with a patrol of kobolds and gets knocked down to exactly 0 hit points. The kobolds then pleased with themselves, leave him to rot, walk away (despawn) and he gets a fortitude save DC 10 to stabilize or start bleeding. Lets say Bob has an unlucky streak is bleeding, -1 hit point per round and he continues to fail his fortitude saves for 12 more rounds. Bob is now at -13 and the DC of the save is now 23. His save is successful and he stabilizes and begins to heal again until he reaches 1 hit point and can then make an action like drinking a heal potion or applying a bandage (in relative safety as the spawns are gone)
Now lets use the same example but with Rizzo the 2nd level Elven Rogue whom has a Con of 6 and a fortitude penalty of -2. Once Rizzo reaches -8 hit points he has but one more fortitude save at a DC of 18 or he dies from bleeding.
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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TormakSaber
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Posted: Sun, Jan 25 2009, 23:13 PM |
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Joined: 16 Dec 2004 Location: Somewhere
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No. You die at -10. This is... even hardcoded, I think.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Sakkran
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Posted: Mon, Jan 26 2009, 0:01 AM |
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Joined: 09 Nov 2006 Location: The Hive Ward, Sigil
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And furthermore, from what I understand, it's a flat ten percent chance to stabilize. I could be wrong, but I don't think I am. It's been a long time since I've done PnP, though.
_________________ Morgan Blancrest: The Rage from The Cage Lucas Baker: Humble Swordsman Wesley Fletcher: Greasemonkey Extraordonaire Also known as: EmoPinata
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Carter
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Posted: Mon, Jan 26 2009, 0:16 AM |
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Joined: 15 Aug 2005
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Sakkran wrote: And furthermore, from what I understand, it's a flat ten percent chance to stabilize. I could be wrong, but I don't think I am. It's been a long time since I've done PnP, though.
It is, which is sort of dumb. It should be a Fort Save.
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Craig deathwalker
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Posted: Mon, Jan 26 2009, 0:30 AM |
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Joined: 04 Jun 2006
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Adding just 1 regen to your character works some wonders, if left for dead just wait till you stabalize then pop up drink heal potion. It only takes 1 regen 
_________________
Ray's song! Thanks to Amarice, http://www.youtube.com/watch?v=Ujzp9ffPwPM
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Moridan_X
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Posted: Mon, Jan 26 2009, 0:58 AM |
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Joined: 23 Dec 2008
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pray that you get lucky when taken to 0.
hard-coded? maybe, take note on unmodded servers when you die, your hp zips right to negative 10.
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Sakkran
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Posted: Mon, Jan 26 2009, 1:09 AM |
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Joined: 09 Nov 2006 Location: The Hive Ward, Sigil
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Carter wrote: Sakkran wrote: And furthermore, from what I understand, it's a flat ten percent chance to stabilize. I could be wrong, but I don't think I am. It's been a long time since I've done PnP, though. It is, which is sort of dumb. It should be a Fort Save.
I could just as easily say that a Fort Save is dumb too, Carter. Being left for dead sometimes works in your favor, and sometimes, you get the rough part of the deal- Dying. I've always thought of it as luck and circumstances.
Be that as it may, rules are rules, and from what I understand, it's hardcoded.
_________________ Morgan Blancrest: The Rage from The Cage Lucas Baker: Humble Swordsman Wesley Fletcher: Greasemonkey Extraordonaire Also known as: EmoPinata
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blackvswhite
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Posted: Mon, Jan 26 2009, 1:47 AM |
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Joined: 08 Nov 2008
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whatever the case about the -10, it should be made sure of that they stop attacking. if despawn is the only way, then don't bother. despawn would be ridiculous IC, as it always seems to be, IMHO.
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TormakSaber
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Posted: Mon, Jan 26 2009, 1:49 AM |
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Joined: 16 Dec 2004 Location: Somewhere
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I see no reason why a monster wouldn't *make sure you're dead*.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Sakkran
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Posted: Mon, Jan 26 2009, 1:51 AM |
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Joined: 09 Nov 2006 Location: The Hive Ward, Sigil
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If a person's worse stabbing once, they're worth stabbing twice. I've never seen a point in monsters -not- finishing off a threat.
_________________ Morgan Blancrest: The Rage from The Cage Lucas Baker: Humble Swordsman Wesley Fletcher: Greasemonkey Extraordonaire Also known as: EmoPinata
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blackvswhite
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Posted: Mon, Jan 26 2009, 2:02 AM |
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Joined: 08 Nov 2008
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its funny when they miss.... almost as funny as when you miss bashing a chest or door...
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FA_Frey_XC
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Posted: Mon, Jan 26 2009, 3:24 AM |
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Joined: 18 May 2005 Location: XC HQ Alpha, Sol System, Sirius Sector.
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But the miss doesn't necessarily mean they "missed", it just means the attack was ineffectual.
When I DM, as well as most of the DM's I've had the pleasure of playing under, I usually don't call a miss a real 'miss', otherwise you'd have a lot of air fanning going on in close battles.
Remember that AC consists of many things, Armour your wearing, dexterity, etc... so missing may mean the blade hit a faceted angle of the armour and deflected, or the cured and padded leather absorbed most of the impact from the mace, rendering the rest moot.
Plus, if you think about it, this opens up a lot more for your imagination.
Regards,
_________________
"Come under the flag of truce, and brook no treason... for mineself is Death, and care not whom knows mine touch."
- Frey Asaid'De Majere
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RigorIYIortis
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Posted: Mon, Jan 26 2009, 3:52 AM |
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Joined: 20 May 2007 Location: Delaware, USA
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In regards to not receiving a "hit" I've always broken down the AC to the point that the armor deflects some attacks, some are dodged and the ones that hit, you roll location, it penetrates the armor and then the armor makes a save or takes damage in that location. Makes pc armorers and weaponsmiths actually useful.
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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FA_Frey_XC
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Posted: Mon, Jan 26 2009, 4:21 AM |
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Joined: 18 May 2005 Location: XC HQ Alpha, Sol System, Sirius Sector.
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RigorIYIortis wrote: In regards to not receiving a "hit" I've always broken down the AC to the point that the armor deflects some attacks, some are dodged and the ones that hit, you roll location, it penetrates the armor and then the armor makes a save or takes damage in that location. Makes pc armorers and weaponsmiths actually useful.
I'd probably enjoy playing a campaign with you if you were the DM.
Nice.
Regards,
_________________
"Come under the flag of truce, and brook no treason... for mineself is Death, and care not whom knows mine touch."
- Frey Asaid'De Majere
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Yurell
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Posted: Mon, Jan 26 2009, 5:15 AM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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FA_Frey_XC wrote: RigorIYIortis wrote: In regards to not receiving a "hit" I've always broken down the AC to the point that the armor deflects some attacks, some are dodged and the ones that hit, you roll location, it penetrates the armor and then the armor makes a save or takes damage in that location. Makes pc armorers and weaponsmiths actually useful. I'd probably enjoy playing a campaign with you if you were the DM. :) Nice. Regards,
I'd just make sure the take the round to coup de grace you =D
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Selvec Darkon
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Posted: Mon, Jan 26 2009, 5:23 AM |
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Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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I have no idea what you lot are on about lol.
When I started the thread, I expected people to discuss if the stabalizing system is worth even having, considering most of the time you get attack even once your dead, making the systems mearly pretty numbers that delay death by a few seconds. Even when you do stabalize, you rarely have the time to regan before a monster kills you once your down.
No idea how this got into matters of AC and such.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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HellScourge
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Posted: Mon, Jan 26 2009, 8:52 AM |
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Joined: 17 Jan 2007 Location: GMT+1
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Craig deathwalker wrote: Adding just 1 regen to your character works some wonders, if left for dead just wait till you stabalize then pop up drink heal potion. It only takes 1 regen 
Not really, I once had the fun of dying spontanously.
I was at -5 Hp, lsot 1 Hp, regged one, and so on and on. I lay there for sort of 3 minutes and suddenly I am drop dead for no reason. *shrugs*
2 Regen is better than that.
_________________ "Most assume that all the followers of Lathander are great morning people. They're very wrong." "I think we are the only group where AD&D stands for Attention Deficit Disorder." TeroSNS wrote: Hello Everyone [...] I like tentacles [...] 
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Uberuce
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Posted: Mon, Jan 26 2009, 10:08 AM |
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Player
Joined: 11 Nov 2005 Location: Near the bar.
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Pretty sure it's a Fort save with a low DC, but at ultralowbie on a mage or Rogue, you could easily fail many times in a row.
Anyway, I say leave the system alone since it's nice to be nice to ultralowbies. If your party is awake, they'll run over and Healkit you before you kark it, even with a goblin or two having at you.
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Yurell
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Posted: Mon, Jan 26 2009, 10:24 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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HellScourge wrote: Craig deathwalker wrote: Adding just 1 regen to your character works some wonders, if left for dead just wait till you stabalize then pop up drink heal potion. It only takes 1 regen :D Not really, I once had the fun of dying spontanously. I was at -5 Hp, lsot 1 Hp, regged one, and so on and on. I lay there for sort of 3 minutes and suddenly I am drop dead for no reason. *shrugs* 2 Regen is better than that.
Didn't Disco implement that to stop you from being 'stuck' on negative health for hours and not having the option to respawn?
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Dev Disco
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Posted: Mon, Jan 26 2009, 10:29 AM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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I sure tried to!
_________________ Say 'no' to JSBF!
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TormakSaber
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Posted: Mon, Jan 26 2009, 14:44 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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It worked.
"I lay there for sort of 3 minutes and suddenly I am drop dead for no reason. *shrugs* "
The "drop dead for no reason" was the fix, I believe, since the idea was sif you've laid that long, rescue probably isn't forthcoming and you then die.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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