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What is weird is that sometimes I only get a bonus action when being helped up, and other times I get a full action. It hasn't happened often enough for me to figure out what the difference is, but I suspect it's based on init and when I'm helped up.
No. If you rolls 20 it is equal to 2 throws over 10. 10-19.
So you need 3 throws over 10 to survive.
Or 1 throw of 20 and 1 of 10-19.
Roll of 1 means 2 rolls under 10. 1-9.
Or is there a D&D rule saying unconscious character keeps all his initiative? It would be a very weird rule.
Looks more like bugs.
Hi there, I just wanted you to know you are 100% on how death saves work.
1. Firstly, 10-19 and 2-9 are not a thing, we'll cover that in a sec.
2. If you roll a Natural 20 on the d20, you regain 1 hit point and, because death saves occur at the start of your turn, can act.
3. If you roll a Natural 1 on the d20, you count as 2 failed saving throws.
4. Because outside influences can affect this roll, such as a level 6 Paladin's aura, it is possible to roll a 20 or higher, but not roll a Natural 20, meaning you'd receive 1 success. It is also possible to have a penalty on the saving throw, such as a dominated College of Eloquence Bard pointing their inspiration dice at you, penalizing your roll.
So, it's 9 or lower to fail, 10 or higher to succeed, excluding Natural rolls of 1 or 20 on the d20.
There is a fun point where if you are targeted by a 15th level College of Eloquence Bard with Unsettling Words, and they score 11 or higher on the dice, you can roll a Natural 20, regain 1hit point.. but still die from 3 failed death saving throws.
I'm probably not making this easy to see my actual question.. So even though yall are giving good answers.. answers to the question it looks like I'm asking.. but my question is not based on the downed character having a 'death saving throw'.... its more on why are we, 'the player' given what looks like an opportunity to do something with a downed character when we can't do anything with them because they are downed??
If we, 'the player' were the ones making a die roll for the 'death saving throw'.. then that would be understandable that the fight would cycle to the downed character and we would then roll whether or not they get to get up with 1HP.. but if the game is making the 'death saving throw' for us.. then there's no reason for the game to cycle the fight to us... cause we're never going to be able to do anything with that character assuming they didn't make their 'death saving throw'..
Sorry for the confusion.. Personally I still think it's a bug for the fight to cycle to the player to make a decision to do something, when there's nothing we can do because the character is down.
Hmm... If it was me making the game? Well now.. let me think.. Ok... I guess I'd do it in a similar way except if the Death Saving Throw fails, then I'd have the computer skip on to the next character/npc instead of stopping with the player having to do all they can and press "Space"..
Either that.. Or let the player make the Death Saving Roll with an open die roll like we get opportunities for on other things. That way if the die roll fails, then it's on us.. like pretty much every thing else in a die rolling game.
In Temple of Elemental Evil, enemies in same trunk of initiative (between last player character played and next) are played in parallel (it's an option).
If BG3 can't manage that for D&D combats even modified then it's not good at all.
It may be my shorthand way of explaining this issue
The problem is once you are out of combat there will be a requirement to quickly click on a healer to provide the necessary healing to bring them back and keep them alive as the clock is no longer in the turn based mode. Especially if the affected character is in a location where they would receive damage from the environment.
So if players are not quick enough they will be burning through their revivify scrolls or the talkative skeleton will become very rich. Especially if its Gale and he starts bringing down others.