Give fallen heroes a few turns to be saved before they really die
Dying at zero health is harsh when a healer is one step away, and never dying makes fights toothless. A short, countable window between falling and death gives the party a chance. Here is the small machine, with the exact rules for good and bad rolls and for being hit while down.
Why this works
A hero who falls and dies in one hit makes a fight feel unfair. A short, visible race between rescue and death gives the player a last chance to act, and the dice keep it tense without the end being decided in advance.
When not to use it
Wrong for a game meant to be harsh, or one with no dice, where a downed hero only drags the fight out. There, let defeat be final or use a clear timer that the player can see and beat by skill.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 32 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give fallen heroes a few turns to be saved before they really die" (read_entry downed-state-death-saves) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP