TaranTheWanderer
Legend
Going back to what I mentioned earlier,
1. what do you think the result of letting someone take a level of exhaustion to stay up and use their HD to heal?
2. What do you think of the idea of having failed death saves carry over in a single combat? (so, if you go unconscious, fail a death save, get revived, then fall unconscious again, you are starting at one failed death save)
3. If you would use option 1, should choosing to take a level of exhaustion to stay up also cause you to accrue a failed death save?
My theory:
1. It might encourage people to stay up and avoid the 'whack-a-mole' problem but it might make fights easier. If you combine it with 3(automatically accrue a failed death save), they have to determine whether it's worth taking exhaustion and a failed death save to get extra HP in the hopes of not dropping again, or just deciding to drop to 0 and hope they don't accrue any death saves. Maybe hope that the goodberry gets fed before they fail a save.
2. Accumulating failed death saves would limit how often people drop before they decide they should try to retreat. Combining it with 1 gives incentive to stay up and fighting.
3. Is that too brutal or is it a balancing factor?
Just curious on people's thoughts.
1. what do you think the result of letting someone take a level of exhaustion to stay up and use their HD to heal?
2. What do you think of the idea of having failed death saves carry over in a single combat? (so, if you go unconscious, fail a death save, get revived, then fall unconscious again, you are starting at one failed death save)
3. If you would use option 1, should choosing to take a level of exhaustion to stay up also cause you to accrue a failed death save?
My theory:
1. It might encourage people to stay up and avoid the 'whack-a-mole' problem but it might make fights easier. If you combine it with 3(automatically accrue a failed death save), they have to determine whether it's worth taking exhaustion and a failed death save to get extra HP in the hopes of not dropping again, or just deciding to drop to 0 and hope they don't accrue any death saves. Maybe hope that the goodberry gets fed before they fail a save.
2. Accumulating failed death saves would limit how often people drop before they decide they should try to retreat. Combining it with 1 gives incentive to stay up and fighting.
3. Is that too brutal or is it a balancing factor?
Just curious on people's thoughts.