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Diehard Feat, a Way to Stabilize

Considering EfU's 'bleeding' status, and having read the Idea thread of the same name, I've a semi-official feat to suggest... Unless you can't add feats.

Diehard Effect: makes -1hp through -9hp put you into a 'dazed' state, rather than completely incapacitate you.

Either that, or making certain feats/stats/save checks slightly better your odds of stabilizing per roll; if possible, perhaps even both? 8)

Efu is, essentially, a die-easy server. We all die, and we scream at the heavens in wrath when it happens, but it is part of what gives EfU its flavor. Make it less dangerous and you lose alot of what makes efu fun.

Please don't make death less deadly.

Do not want.

Extra feats require a hak anyway so I don't this will get anywhere.

Well, what could happen and would actually be interesting would be items that gave you extra HP in the minuses or better chances of stabilizing. I could especially see an illithid implant that let you regenerate automatically if you fell below 0 HP.

Stuff like that may very well be far more interesting.

A dazed state? As in like the effects from sound burst or colour spray? wouldn't that means the NPCs would continue to target and attack you till you're fugued?

They target and attack until you're fugued anyways I'm fairly sure.

Not all NPCs will continue to attack you if you are at zero HP or less. There are some instances and bugs I have heard of, though, where you'll still get damaged. For example, from area of effect spells or traps, or random attacks of opportunity taken by the NPCs against your unconscious PC for whatever strange reason.

RC1162 Nope. NPCs are scripted to stop attacking/targetting you if you are at zero HP or less. There are some instances and bugs I have heard of, though, where you'll still get damaged. For example, from area of effect spells or traps, or random attacks of opportunity taken by the NPCs against your unconscious PC for whatever strange reason.

I love it when players repeat stuff that isn't even remotely correct!

Many NPCs continue to target you until you are dead.

Yea been a victim of this. I'd say you have about a 70/30 chance that whatever is killing you will stop if you fall unconsc.

It seems to me personally that the lower level quests, zombies, gobos, kobolds, etc have a higher chance of this happening then say clowns (who will never stop killing you......ever).

Custom feats would require a hak so they would probably be more likely to do a item like oro suggested then a feat.

As it turns out, "custom feats" don't actually require a hak. They can be included as an override, much like the deity override we provide now. A feat of this nature was even developed (I think ScottyB was the one leading this and he could probably make a better comment), but for reasons I can't quite recall at the moment, it has been decided against for the time being.

Also, with the approach of 1.69, I've heard that custom feats can be implemented WITHOUT an override, so it's possible this suggestion will get revisited again.

ExileStrife Also, with the approach of 1.69, I've heard that custom feats can be implemented WITHOUT an override, so it's possible this suggestion will get revisited again.
If you're referring to the new player feats, I think they can only be given as item properties (or with an override), in which case they should be used for much more generic stuff. Personally, I would much rather see something similar to what Oro suggested, but am absolutely horrified of the thought of modifying our death system.

Oroborous I love it when players repeat stuff that isn't even remotely correct!

Many NPCs continue to target you until you are dead.

I stand corrected then!

Though, by target, do you mean NPCs are specially scripted to attack you till you are fugued instead of merely unconscious?

Opening trivia: Did you know, there are servers out there with EVERY CANON D&D FEAT & SPELL known to mankind?

If I add even one thing that I cannot justify, objectively, as having the potential to improve the playing experience for as many people as possible (without creating an unfair advantage for people with access to/knowledge of this thing), I will no doubt be asked why I haven't added this, that, and the other thing, too. It could set us on the path of feature bloat, a warning I should have paid heed to before my unnecessary work on this unavailable custom content. We'd end up with a staggering number of abilities available without DM discretion, and they may or may not be unbalanced.

We have a challenging enough balancing act when it comes to existing feats, spells and classes, even after working at it for over two years.

I like Oro's idea for a Diehard-esque implant. Setting-specific ways to adapt canon shtuff is probably the best way to make these kinds of suggestions.

Oroborous .. I could especially see an illithid implant that let you regenerate automatically if you fell below 0 HP.

I like this idea, but it is unlikely that good aligned characters, especially paladins, CoT, or most other LG character would accept such an implant. So perhaps there could be Troll items that do this as well considering they have natural regenerative powers. This would allow any player have an IC reason to keep this item.

Perhaps this item simply gives you a better roll %. So instead of a required roll of 90+ to stabilize and 75+ to heal, maybe that goes to 50+ stabilize and 35+ to heal?

I'm hearing a lot of 'put it on items' feedback, and if it fits better into the setting or saves trouble to add it, then go for that. Hard to beat adding another dash of unique flavor. 8)

The longer I lie unconscious, the better my odds that whatever was attacking me will move away from me to attack a moving target...Like it the way it is.

Selling yourself to an Illithid is a risky thing, and should be rewarded in kind. Balancing out a completely illegal act that gives you benefits by sticking in exactly the same thing without the risks isn't the way to go.

I'm usually open-minded on suggestions of any kind, but many players have quit playing this server because the death system hurts so bad, why make dying easier if it's already to the point of losing 1/3 of your hard earned XP points? I'm just saying, many characters with excellent plot and concept has been murdered in cold blood and unable to defend themselves because they died 10 minutes earlier after being overrun by rats in the sewers. If anything, I think it should be harder to be killed by NPCs, but that's not going to happen because I think so, and I don't expect it to.

In short, I highly disagree with the die-hard feat or 'illithid implant' idea, don't get me wrong, the illithid implant is an awesome idea, it's creative, and I think it would definately be cool to have IG just as a regeneration item, but not as being the only means to being able to regenerate when you die.

A permanent regeneration item is like a permanent haste item, at least in my opinion, not going to happen. Now- Regenerating once you get to the bleeding state is another thing I'm against, what happens in PVP where they knock you to bleeding, but don't want to kill you -yet-. You will just regenerate and somehow be on your feet again after getting yourself beaten down.

I don't see how taking a feat, which humans and fighters get plenty of to be effective anyway, should make you be less susceptible to death. Currently I believe the system is roll a d100 dice and you roll a 90 or higher and stabilize, a 10% chance to stabilize, Not to mention you get many many rolls as long as you are not getting attacked while bleeding.

Bottom line, Changing something that has been set and is fair already, at least for this setting, is a poor choice.