Joe B.

Death Saves and Cardiac Arrest Protocols

I'm gearing up to run a dnd game for a bunch of paramedics and I thought it'd be fun to incorporate cardiac arrest protocols into death saves.

Death Save is now a ROSC1 roll

When a character reaches 0HP, roll for ROSC: 1d20 >= TN.

HP TN
0 11
-1 12
-2,-3 14
-4,-5 16
-6,-7 18
<=-8 20

The roll may be repeated every 2 minutes (2 combat rounds).

Magical healing may increase HP no further than zero until ROSC is achieved. It therefore has some utility in reducing the TN, but cannot be solely relied on for resuscitation.

Modifiers

Add relevant modifiers to each roll.

positive modifiers

negative modifiers

special circumstances

Shockable rhythms: Characters who were struck by lightning, ingested arrhythmic poisons, or who have suffered a heart attack may present in a shockable rhythm. For these patients, if they are given a therapeutic electric shock(defibrillator, lightning spell, precordial thump) within 2 minutes, roll with a TN of 11 and +4 to the roll.

Hypothermia: Hypothermic characters do not begin accumulating negative modifiers for time elapsed since cardiac arrest until they are fully warmed.

**Signs Incompatible with Life: ** ROSC is impossible when any of the following are present:

Running Cardiac Arrests

The ideal scenario for these rules to be used is mid-combat. A character who is performing CPR, ventilating the patient, or performing a procedure will be wholly task focused and unable to fight. The challenge becomes managing human resources while fighting the enemy and (optionally) trying to extricate the patient.

Allow for significant amounts of mcguyvering that wouldn't fly in real life: needle crics and chest tubes with a BIC pen, intubating with rubber hoses, and defibrillating with car batteries.

In fantasy settings, let them use Gust and Lightning spells, magic hands, and unseen helpers to perform CPR, defibrillate, and ventilate, etc.


  1. Return of Spontaneous Circulation

  2. Bag Valve Mask

  3. Body cut in half