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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="Al2O3" data-source="post: 7527201" data-attributes="member: 6802284"><p>We no longer see any whack-a-mole in our sessions, going to 0 hp is scary and as an added benefit we have more balance between long rest and short rest classes.</p><p></p><p>The problem we had is gone. I'll probably keep clarifying how it solved our problem. Frequently risk of death was not a feature we were looking for. If frequent risk of PC death without whack-a-mole is what you're looking for, then you have different problem and need a different solution.</p><p></p><p>I should also maybe mention that there were times before the change where character death was a risk. Those belong in two categories:</p><p>Ambushes with one character dead before anyone with healing gets to act, and encounters where it's mostly the luck of death saves making the difference between TPK and everyone still alive. A couple of times we did end up with one PC as last creature standing, and then with too few hit points to take a hit and still fight.</p><p></p><p>So in summary: whack-a-mole happend and got annoyingly silly. We solved it by using the DMG guidelines for number and type of encounters. The resulting experience is closer to what we want.</p></blockquote><p></p>
[QUOTE="Al2O3, post: 7527201, member: 6802284"] We no longer see any whack-a-mole in our sessions, going to 0 hp is scary and as an added benefit we have more balance between long rest and short rest classes. The problem we had is gone. I'll probably keep clarifying how it solved our problem. Frequently risk of death was not a feature we were looking for. If frequent risk of PC death without whack-a-mole is what you're looking for, then you have different problem and need a different solution. I should also maybe mention that there were times before the change where character death was a risk. Those belong in two categories: Ambushes with one character dead before anyone with healing gets to act, and encounters where it's mostly the luck of death saves making the difference between TPK and everyone still alive. A couple of times we did end up with one PC as last creature standing, and then with too few hit points to take a hit and still fight. So in summary: whack-a-mole happend and got annoyingly silly. We solved it by using the DMG guidelines for number and type of encounters. The resulting experience is closer to what we want. [/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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