Originally Posted by
Nifft
Nope.
At moderate optimization + mid-levels, it's the difference between strong crits killing you from full PERIOD, vs. strong crits putting you in a dangerous & high-tension situation where you're helpless and your allies need to respond.
I like rolling out in the open -- it gives the players a better conception of the risks their characters are taking, plus I don't have to worry about pulling punches / illusionism / etc. -- but what that also means is that I need the system to behave well even when it's forced to be transparent & accountable.
The standard 3.x negative HP buffer is worthless above 3rd level. Damage scales too fast, and critical hits add too much variance.
If you want the "Dying" condition to be meaningful at all, if you want to see tension at the table instead of just flat-out killing PCs and thus killing that player's investment in the battle, then you need a bigger buffer.
PCs will still die. D&D is dangerous, and not all deaths are due to HP damage -- and even with a negative buffer TWICE as big as their maximum HP, the PCs are helpless while at negatives, and being helpless means dying a lot faster if the enemy has a spare action and wants you dead.
"The Blackguard walks over to the unconscious Paladin and stabs his helpless body for (dice) 23 damage. Is Sir Smitesalot still alive? Great. Next round the Blackguard is going to Coup de Grace. Wizard, your turn."
That's exciting. That's tense. That's fun. You won't get that without a deep negative zone.