For Adventure Hour!, Adventure World, Skorne, and other systems with fewer dice:
When you’re Taken Out of the action or at zero hits roll 2d6, minus one for every time you’ve rolled a death save up to now:
On 10+ you rally with heroic effort and immediately take action!
On a 7-9 you are downed and receive a scar, transformation, or power (GM’s choice).
On 6- you are mortally wounded, take one last epic action before you die.
Modelled after Dungeon World’s Last Breath move, Electric Bastionland’s scars, and Darkest Dungeon’s Afflicted/Virtuous system.
Because 2d6 is the best number and type of dice to use.