Firstly, I don't like to GM chaotically regarding rules, because I don't want my players to feel like I'm cheating. Secondly, sometimes I like to put an important NPC in real danger, and make this a time sensitive battle (look PCs, that NPC will die if you do nothing), and then, if this NPC rolls death saves, the PCs can use this to intentionally delay help, because they know he won't die right after falling. Thirdly, sometimes I don't want to kill an NPC just because he fell. It feels too artificial if only the PCs not die if they are led to 0 HP.
The houserule at my table is generally "NPCs always fail their death saves". This means that if the PCs REALLY want to save the NPC, they have 3 rounds and then death. Most of the time this doesn't come up. It only comes into play when an NPC "that matters" goes down.
I know this doesn't help with your "players intentionally delaying help" issue. If you really want to remedy that, remind the players that any enemy on the board can walk over and instantly crit the dying NPC in melee, causing two automatic failed death saves. Or, you know, actually have an enemy do that. That'll be a real kick in the pants to their procrastinating triage ways.
Hey, NPCs always failing their death saves is a good idea. I'll give it a try. I'm thinking maybe teaching my PCs about this mechanic - adding a NPC destined to die this way. Thank you.
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It depends on the NPC, in my opinion. If the baddie (or goodie, depending on the campaign) is named or important, having them roll death saves under the table could actually give them a chance to become a recurring character in the campaign; not everyone thinks of performing a Coup de Grace on all enemies, so the surprise would be enlightening later.
Oh, right, definitely. Except in that case my exact rule is
"NPCs always fail death saves, unless always succeeding on them makes a better story, in which case they do." But now you're getting into the "don't want to cheat". But honestly I don't think it's cheating. The "always fails" rule only comes into play when the PCs pay attention to it. If they are paying attention, the clock is ticking until NPC death. If they aren't, they don't care, and I as the DM can do whatever I want with the NPC. They live or die depending on what makes the better story.
I've made an NPC throw themself off a cliff with their dying strength, after falling to 0 hp. Did I break the "unconscious at 0 hp" rule? Sure. Did I roll falling damage and see if that killed him? Absolutely not. But he came back to harry the PCs again, and they went "THAT JERK IS STILL ALIVE!!! GET HIM!" but they never asked if I cheated to let him survive. They didn't ask what his death saves were, or how much damage he took from the fall and if that should have instantly killed him due to the massive damage rule. They just made sure to decapitate him at the end of the second fight.
To be fair for the most part I roll normally for NPCs. This is unless I feel that they are meant to be week or have taken what I would consider lethal damage for them (or a story thing); then I would roll at disadvantage. Also this is true for monsters (given normal monster by monster rules); if I feel there would be a chance a monster's allies could come across them in time, and the players haven't taken measure to end the creature. for the most part when it comes to monster I just figure they died once dropped to zero.
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I have kind of a conflict with this issue.
Firstly, I don't like to GM chaotically regarding rules, because I don't want my players to feel like I'm cheating.
Secondly, sometimes I like to put an important NPC in real danger, and make this a time sensitive battle (look PCs, that NPC will die if you do nothing), and then, if this NPC rolls death saves, the PCs can use this to intentionally delay help, because they know he won't die right after falling.
Thirdly, sometimes I don't want to kill an NPC just because he fell. It feels too artificial if only the PCs not die if they are led to 0 HP.
How do you guys do this?
The houserule at my table is generally "NPCs always fail their death saves". This means that if the PCs REALLY want to save the NPC, they have 3 rounds and then death. Most of the time this doesn't come up. It only comes into play when an NPC "that matters" goes down.
I know this doesn't help with your "players intentionally delaying help" issue. If you really want to remedy that, remind the players that any enemy on the board can walk over and instantly crit the dying NPC in melee, causing two automatic failed death saves. Or, you know, actually have an enemy do that. That'll be a real kick in the pants to their procrastinating triage ways.
Hey, NPCs always failing their death saves is a good idea. I'll give it a try. I'm thinking maybe teaching my PCs about this mechanic - adding a NPC destined to die this way. Thank you.
That is a great house rule...! I never thought about it, I'm going to pitch that in the future in my games.
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It depends on the NPC, in my opinion. If the baddie (or goodie, depending on the campaign) is named or important, having them roll death saves under the table could actually give them a chance to become a recurring character in the campaign; not everyone thinks of performing a Coup de Grace on all enemies, so the surprise would be enlightening later.
Oh, right, definitely. Except in that case my exact rule is
"NPCs always fail death saves, unless always succeeding on them makes a better story, in which case they do." But now you're getting into the "don't want to cheat". But honestly I don't think it's cheating. The "always fails" rule only comes into play when the PCs pay attention to it. If they are paying attention, the clock is ticking until NPC death. If they aren't, they don't care, and I as the DM can do whatever I want with the NPC. They live or die depending on what makes the better story.
I've made an NPC throw themself off a cliff with their dying strength, after falling to 0 hp. Did I break the "unconscious at 0 hp" rule? Sure. Did I roll falling damage and see if that killed him? Absolutely not. But he came back to harry the PCs again, and they went "THAT JERK IS STILL ALIVE!!! GET HIM!" but they never asked if I cheated to let him survive. They didn't ask what his death saves were, or how much damage he took from the fall and if that should have instantly killed him due to the massive damage rule. They just made sure to decapitate him at the end of the second fight.
I don't roll death saves for npcs, because doing so, and the results, doesn't contribute to the narrative.
In effect, I'm very close to the "always fail" rule, but those 3 rounds can be a little elastic depending on the conditions.
If the players are desperately trying to save them, doing everything they can, I'll be more generous than if they're not really bothering.
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To be fair for the most part I roll normally for NPCs. This is unless I feel that they are meant to be week or have taken what I would consider lethal damage for them (or a story thing); then I would roll at disadvantage. Also this is true for monsters (given normal monster by monster rules); if I feel there would be a chance a monster's allies could come across them in time, and the players haven't taken measure to end the creature. for the most part when it comes to monster I just figure they died once dropped to zero.