Dying: at the end of your turn make a flat check against DC 10. If you succeed remove one from your Dying Condition. If you succeed by 10 (eg. you roll a natural 20) remove two from your Dying Condition. If you fail to succeed add one to your Dying Condition, if you fail by 10 (eg roll a natural 1) you add two to your Dying Condition. You are no longer incapped when you are at Dying 0, add one to your Wounded condition. If you have reached Dying 4 you are dead and can only be resurrected through magic. When next time you get the Dying Condition, you dont start at Dying 1, instead you start at Dying 1 plus your Wounded Condition Value.
It might seem a bit complicated if you're only used to 5e, because core mechanics like conditions work rather differently in Pathfinder, but it's honestly much more flexible than 5e's system. Rather than having an abstract number of passes and fails, you have a single number that fluctuates up and down. Less things to keep track of.
You do have the wounded condition on top of that, but it helps counter the thing you see in 5e where people pop up and down repeatedly with no consequences for repeatedly being beaten unconscious.
Dying: at the end of your turn make a flat check against DC 10. If you succeed remove one from your Dying Condition. If you succeed by 10 (eg. you roll a natural 20) remove two from your Dying Condition. If you fail to succeed add one to your Dying Condition, if you fail by 10 (eg roll a natural 1) you add two to your Dying Condition. You are no longer incapped when you are at Dying 0, add one to your Wounded condition. If you have reached Dying 4 you are dead and can only be resurrected through magic. When next time you get the Dying Condition, you dont start at Dying 1, instead you start at Dying 1 plus your Wounded Condition Value.
This sounds way too complicated. It probably was the intention. Nice trolling. Doesnt help but heh.
It might seem a bit complicated if you're only used to 5e, because core mechanics like conditions work rather differently in Pathfinder, but it's honestly much more flexible than 5e's system. Rather than having an abstract number of passes and fails, you have a single number that fluctuates up and down. Less things to keep track of.
You do have the wounded condition on top of that, but it helps counter the thing you see in 5e where people pop up and down repeatedly with no consequences for repeatedly being beaten unconscious.