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House rule for Going below 0 hp and get up again with a good berry or a healing
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7527110" data-attributes="member: 15882"><p>Going back to what I mentioned earlier, </p><p></p><p>1. what do you think the result of letting someone take a level of exhaustion to stay up and use their HD to heal?</p><p></p><p>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)</p><p></p><p>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?</p><p></p><p>My theory:</p><p> 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.</p><p></p><p>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.</p><p></p><p>3. Is that too brutal or is it a balancing factor?</p><p></p><p>Just curious on people's thoughts.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7527110, member: 15882"] 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. [/QUOTE]
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House rule for Going below 0 hp and get up again with a good berry or a healing
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