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<blockquote data-quote="Zhern" data-source="post: 6949282" data-attributes="member: 6801469"><p>Inspiration - not fixable, remove it. I do allow it in my game because my players wanted to keep it but I make them work for it in exchange. I give it out for really good RP, interesting and unique tactics and plans, exceptional use of their skills, and for really bad puns. I don't think the game needs inspiration as there are enough ways to gain advantage or bonuses without having an extra 1d6+ to bail a PC out of something where luck wasn't with them.</p><p></p><p>Death saves - reduces the risk vs reward for the players and removes a lot of the drama and tension when they have three additional chances to not die, especially if they have done something stupid that got them knocked down to 0 hp in the first place. My players were okay with removing it and going with a house rule - if a PC drops to 0 and no one is able to heal/stabilize the PC, they die at the start of their next turn. Additionally, hits that take them below -15 hp are instant death (e.g. PC1 has 5 hp left, gets crit for 22 hp dropping to -17, dead). </p><p></p><p>I made sure to discuss my thoughts on these matters with my players before the campaign started. That was over a year ago. I still have the same set of core players who are fine with an edgier, grittier feel where they know they could die. They have said they get a rush out of it.</p></blockquote><p></p>
[QUOTE="Zhern, post: 6949282, member: 6801469"] Inspiration - not fixable, remove it. I do allow it in my game because my players wanted to keep it but I make them work for it in exchange. I give it out for really good RP, interesting and unique tactics and plans, exceptional use of their skills, and for really bad puns. I don't think the game needs inspiration as there are enough ways to gain advantage or bonuses without having an extra 1d6+ to bail a PC out of something where luck wasn't with them. Death saves - reduces the risk vs reward for the players and removes a lot of the drama and tension when they have three additional chances to not die, especially if they have done something stupid that got them knocked down to 0 hp in the first place. My players were okay with removing it and going with a house rule - if a PC drops to 0 and no one is able to heal/stabilize the PC, they die at the start of their next turn. Additionally, hits that take them below -15 hp are instant death (e.g. PC1 has 5 hp left, gets crit for 22 hp dropping to -17, dead). I made sure to discuss my thoughts on these matters with my players before the campaign started. That was over a year ago. I still have the same set of core players who are fine with an edgier, grittier feel where they know they could die. They have said they get a rush out of it. [/QUOTE]
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