OOC
OK, starting with the next encounter we'll do one initiative roll.
Carnalore has until Wednesday morning to post, then we'll move forward.
I have a couple of optional rules I'd like input on. Sorry that this is a long post.
So let's talk about death. There are 3 options, arranged from most harsh to most forgiving:
RAW: Hit zero HP and you're dead, dead, deadski. Only way to fix it is a raise dead spell, which in this ruleset is something you need a 10th level cleric for.
Save vs. death: Hit zero HP and you must save vs. Death Ray to avoid death. If the save is failed, the character is immediately dead. If the save is made, the character remains alive for 2d10 rounds; if the character's wounds are bound (or he or she receives healing magic) within this time frame, death is averted. The character remains unconscious for the full 2d10 rounds rolled, either dying if left untreated or awakening if his or her wounds are bound.
Binding the wounds of the dying character stabilizes him or her at zero hit points. Non-magical healing will require a full week to restore the first hit point; after this, healing proceeds at the normal rate.
Negative HP: Characters have a negative HP score which is either 10 or the number of their Constitution score, whichever is greater. Attacks do not intrude into this score; if you have 4 hp and a sword hit does 8 damage, you're at zero. At the end of each round after this, the character loses an additional hit point. When the character runs out of negative hp, they're dead. Before this point is reached, the character may have his or her wounds bound and/or receive magical healing, which will stabilize them. The injured character may not move more than a few feet without help, nor fight, nor cast spells, until his or her hit points are again greater than zero.
Let me know which of these you prefer. I lean toward character preservation, but if you prefer the instant death vibe of the oldest of the old school, I'll roll with it.
OK with your impending death? Good, now let's talk XP.
One of the features I really like about the old school is XP coming straight from treasure. My question for you is whether we set the ratio at 1 gp = 1 XP or at 1 gp = 1/2 XP.