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Death and dying (Bonds of Blood)

From NWNWiki

Bonds of Blood
D&D 3.5 online server chapter 2
Bannerman's map of Termes

Creator: NarcissusLair
Type: Roleplaying
Levels: 1-40
PvP: full PvP
Version: 1.69 (8109)+XP1+XP2
IP: 98.232.89.164:5121
Rules: player's handbook
Changes: subraces, classes, feats, skills, spell changes
Systems: crafting, repairing and cooking; merchants, barter and gold limits; deities, religion and prayer; environment; rest and ambush; combat; death; experience; emotes
Items: treasure, properties, teleportation
Info: hints and tips

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

[edit] 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.

[edit] 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.

A dying player can fool enemies around him by “playing dead” so that the player is not attacked while dying, giving the player 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.