Ok, just thought I would make a post about how 5th Edition D&D Surprise Rolls and Death Save Rolls are done then make a comparison to Advanced D&D does it: 5E Surprise Roll Checks: Make a Dexterity (Stealth) check for the
goblins, rolling once for all of them. Open
the goblin 's Character
Journal and
select the tab to view its character sheet. Under Skills, click on the d20 icon
beside the Stealth skill to roll it. Compare the result to the characters’ passive Wisdom
(Perception) scores. Any character whose score is lower than the goblins’ check
result is surprised and loses his or her turn during the first round of combat
(see “Surprise” in the Starter Set rulebook).
AD&D has each side roll a 1D6, typically you are surprised on a 1 or 2, lower for elves or certain classes, the gap between the two rolls is the number of lost segments of action for the surprised victim. ========== Death Saves: Falling Unconscious If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points. Unconsciousness, Death Saving Throws, Stabilizing: Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. Stabilizing a Creature The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours. ========== In AD&D: Zero Hit Points: When any creature is brought to 0 hit points (optionally as low as –3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until –10 is reached and the creature dies. Such loss and death are caused from bleeding, shock, convulsions, non-respiration, and similar causes. It ceases immediately on any round a friendly creature administers aid to the unconscious one. Aid consists of binding wounds, starting respiration, administering a draught (spirits, healing potion, etc.), or otherwise doing whatever is necessary to restore life. Any character brought to 0 (or fewer) hit points and then revived will remain in a coma for 1-6 turns. Thereafter, he or she must rest for a full week, minimum. He or she will be incapable of any activity other than that necessary to move slowly to a place of rest and eat and sleep when there. The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else. This is true even if cure spells and/or healing potions are given to him or her, although if a heal spell is bestowed the prohibition no longer applies. If any creature reaches a state of –6 or greater negative points before being revived, this could indicate scarring or the loss of some member, if you so choose. For example, a character struck by a fireball and then treated when at –9 might have horrible scar tissue on exposed areas of flesh — hands, arms, neck, face. You would typically roll a wisdom check or a Healing/first aid non-weapon proficiency skill check to try to stop the bleeding. If you fail the victim loses 1 hit point the next round