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*Dungeons & Dragons
The new playtest Exhaustion rules has already fixed the exploration pillar a lot.
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<blockquote data-quote="DEFCON 1" data-source="post: 8796743" data-attributes="member: 7006"><p>I swapped around my exhaustion chart and it works so much better.</p><p></p><p>Level 1) Speed halved</p><p>Level 2) Max HP halved</p><p>Level 3) Attacks and STR/DEX/CON saves with disadvantage</p><p>Level 4) Ability checks and INT/WIS/CHA saves with disadvantage</p><p>Level 5) Movement 0</p><p>Level 6) Dead</p><p></p><p>Doing this makes the top of the chart much more acceptable to players even if its still annoying. Half speed just means that when you are out of combat you can't do "double moves" (Move and Dash action) to get where you need to go, you can only do standard movement (where the Exhausted PC has to use their Action to Dash to keep up, rather than keeping watch while traveling, foraging, etc.) Max HP halved at level 2 is also something that PCs have to plan and adjust their tactics around, but so long as the character makes thorough choices during any combats that come up, they can survive fairly well even when they start the day at half the XP as the others. Then at 3 & 4 I just prefer having physical reduction in ability over mental reduction in ability when exhausted which is why I do attacks and physical saves first, then skill checks and mental saves second (YMMV). Then being bedridden and dead remain the same.</p><p></p><p>Arranging things this way gives all PC two levels of irritating detriments but nothing that absolutely kills the player's fun (like rolling all ability with disadvantage at level 1 in the normal chart). Now of course those DMs who call for much fewer ability and skill checks might not find the current chart so big a deal... but I use checks all the time even just for the doling out of information so pushing that further down the chart has been a boon for my table.</p><p></p><p>The new playtest rules seems fine(?) but as I'm quite happy with where my current chart is (and in fact I use it in place of the 3 Death Saves rule for going unconscious)... I dunno if I'd bother to switch over if this new rule got put in place.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8796743, member: 7006"] I swapped around my exhaustion chart and it works so much better. Level 1) Speed halved Level 2) Max HP halved Level 3) Attacks and STR/DEX/CON saves with disadvantage Level 4) Ability checks and INT/WIS/CHA saves with disadvantage Level 5) Movement 0 Level 6) Dead Doing this makes the top of the chart much more acceptable to players even if its still annoying. Half speed just means that when you are out of combat you can't do "double moves" (Move and Dash action) to get where you need to go, you can only do standard movement (where the Exhausted PC has to use their Action to Dash to keep up, rather than keeping watch while traveling, foraging, etc.) Max HP halved at level 2 is also something that PCs have to plan and adjust their tactics around, but so long as the character makes thorough choices during any combats that come up, they can survive fairly well even when they start the day at half the XP as the others. Then at 3 & 4 I just prefer having physical reduction in ability over mental reduction in ability when exhausted which is why I do attacks and physical saves first, then skill checks and mental saves second (YMMV). Then being bedridden and dead remain the same. Arranging things this way gives all PC two levels of irritating detriments but nothing that absolutely kills the player's fun (like rolling all ability with disadvantage at level 1 in the normal chart). Now of course those DMs who call for much fewer ability and skill checks might not find the current chart so big a deal... but I use checks all the time even just for the doling out of information so pushing that further down the chart has been a boon for my table. The new playtest rules seems fine(?) but as I'm quite happy with where my current chart is (and in fact I use it in place of the 3 Death Saves rule for going unconscious)... I dunno if I'd bother to switch over if this new rule got put in place. [/QUOTE]
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Community
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The new playtest Exhaustion rules has already fixed the exploration pillar a lot.
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