Dying in 5.0 will
not be pleasant. Instead of the slow
drift toward -10, there is a stressful set of die rolls waiting to bring the
grim reaper in an instant.
One way to die in
5.0 is via Instant Death. Now this is
not much different than in 3.5. If your
character takes an amount of damage that exceeds her current HP + her maximum
HP, she is immediately dead. So if your
cleric with a maximum of 8 hit points currently has 1 hit point and she takes 9
or more hit points in a single attack, she is dead.
The more traditional
way to die is to fall unconscious first.
If you are damaged to 0 or fewer hit points, but not enough to result in
"Instant Death", then you are unconscious. From then on, when it is your turn, you roll
the d20. If you roll 10 or higher, that
is good news for you because you live to roll again on your next turn. If you manage to roll 10 or higher on three
death saving throws (that is what these are called), then you stabilize. But if you roll below a 10, and you roll
below a 10 three times before you roll a 10 or above three times, then you die.
It may sound like
you have at least 3 rounds before kicking the bucket, but if you roll a 1, that
counts as 2 failed rolls. So if you have
already failed once, and then you fail a second time with a roll of a 1, you're
dead. If you roll a 20 that counts as
two positive rolls.
If you keep taking
damage from other attacks while you are unconscious you don't need to count the
HP of damage, you just count that as one more failed death saving throw. If someone cures or stabilizes you, then you are
safe from the need to continue rolling death saving throws.
Now remember,
D&D is your game and you can alter the rules as you see fit. Such customized rules that don't strictly
follow the book are generally called "House Rules". Your DM may lay down the alternate house
rules for a campaign, or your entire group of players may work together to
agree to some house rules. In my group,
we rotate DMs over many adventures during our campaigns, so no DM ever
establishes house rules that would affect subsequent DMs or affect how players
would develop their characters; we work together to agree on our house rules.
In my group, I might
recommend that we use the rules in 5.0, but that we make it 5 failed rolls
before death rather than 3.
Read it for yourself
in the PH on page 197.
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