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Dropping to 0 HP - Alternate Rule
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<blockquote data-quote="OB1" data-source="post: 7443064" data-attributes="member: 6796241"><p>Appreciate everyone’s thoughts even if I am beginning to understand a little better why [MENTION=12731]CapnZapp[/MENTION] gets frustrated sometimes. I get that this rule may not be for everyone or every campaign [MENTION=20564]Blue[/MENTION] but I’d still like feedback on how this would work. Are there hidden interactions that I haven’t accounted for?</p><p></p><p>But looking back I realize I didn’t clearly articulate my goals with this system, so let me go back a step. </p><p></p><p>First off, please note that I don’t have a problem with the rules as they are. They are fun, and encourage a heroic play style. </p><p></p><p>That said, for the next campaign I’m running, I’m looking for a slightly grittier style, with the heroes constantly pushed to their limits and having to constantly compromise their goals just to stay alive. </p><p></p><p>To this end, I’m looking for rules that encourage finding other solutions to encounters than combat. Retreat from combat that isn’t going overwhelmingly well except when the stakes are worth the risk. And when they do engage? Go hard and fast to minimize the chance of anyone dropping to zero. And make getting into the next combat all the more risky. </p><p></p><p>I want to make combat feel risky and dangerous. </p><p></p><p>At the same time, I hate the mechanic of unconsciousness, as the only lever I have to make that dangerous is to hit PCs when they are down. Which means not a death spiral, but pretty much instant death. I want this rule to allow players to take risks to be heroic when they want to or retreat when they need to. I want to give them increased agency over the zero HP condition. </p><p> [MENTION=67296]Laurefindel[/MENTION] same rate of exhaustion recovery, though I was considering allowing a player to spend half their level in hit dice after a long rest to recover an additional level of exhaustion. Also, strongly thinking about making level 6 exhaustion unconsciousness, and if at 0HP requiring a death save every round and if above 0 a death save every hour to mimic the action trope of clinging to life with grievous injury. I probably won’t turn this into a Con save, to keep those proficient at a max of 75% success rate. I do like the idea that a barbarian or fighter can risk continuing to fight while at 0 HP. </p><p> [MENTION=6775031]Saelorn[/MENTION] - what do you see as the complicated part of this? Seems straightforward to me but perhaps I’m missing something or not articulating the rule correctly. </p><p></p><p>Again, appreciate the feedback everyone! I know this isn’t to everyone’s taste, but I think/hope it encourages a style of play and change in tactics that can be interesting for certain types of campaigns.</p></blockquote><p></p>
[QUOTE="OB1, post: 7443064, member: 6796241"] Appreciate everyone’s thoughts even if I am beginning to understand a little better why [MENTION=12731]CapnZapp[/MENTION] gets frustrated sometimes. I get that this rule may not be for everyone or every campaign [MENTION=20564]Blue[/MENTION] but I’d still like feedback on how this would work. Are there hidden interactions that I haven’t accounted for? But looking back I realize I didn’t clearly articulate my goals with this system, so let me go back a step. First off, please note that I don’t have a problem with the rules as they are. They are fun, and encourage a heroic play style. That said, for the next campaign I’m running, I’m looking for a slightly grittier style, with the heroes constantly pushed to their limits and having to constantly compromise their goals just to stay alive. To this end, I’m looking for rules that encourage finding other solutions to encounters than combat. Retreat from combat that isn’t going overwhelmingly well except when the stakes are worth the risk. And when they do engage? Go hard and fast to minimize the chance of anyone dropping to zero. And make getting into the next combat all the more risky. I want to make combat feel risky and dangerous. At the same time, I hate the mechanic of unconsciousness, as the only lever I have to make that dangerous is to hit PCs when they are down. Which means not a death spiral, but pretty much instant death. I want this rule to allow players to take risks to be heroic when they want to or retreat when they need to. I want to give them increased agency over the zero HP condition. [MENTION=67296]Laurefindel[/MENTION] same rate of exhaustion recovery, though I was considering allowing a player to spend half their level in hit dice after a long rest to recover an additional level of exhaustion. Also, strongly thinking about making level 6 exhaustion unconsciousness, and if at 0HP requiring a death save every round and if above 0 a death save every hour to mimic the action trope of clinging to life with grievous injury. I probably won’t turn this into a Con save, to keep those proficient at a max of 75% success rate. I do like the idea that a barbarian or fighter can risk continuing to fight while at 0 HP. [MENTION=6775031]Saelorn[/MENTION] - what do you see as the complicated part of this? Seems straightforward to me but perhaps I’m missing something or not articulating the rule correctly. Again, appreciate the feedback everyone! I know this isn’t to everyone’s taste, but I think/hope it encourages a style of play and change in tactics that can be interesting for certain types of campaigns. [/QUOTE]
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