D&D 5E Ghouls still not quite right in MM

And then be turned by the Cleric or obliterated by the Wizard. Yes, foes can sometimes get past the front ranks, but rarely.

Well, we do expect the ghouls to lose, but the Wizard may have to drop a Fireball(s) on his own party to save their lives, which will probably force a Short Rest if they want to continue adventuring. The tactical result may be a foregone conclusion, while the strategic cost may be in the air.
 

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In previous editions, when I paralyzed someone I rarely attacked them again cause they were "out of the combat" and didn't want to pile on the "not fun". With save every round I don't feel bad attacking them while they're helpless. Not sure why it psychologically makes me do that.
 

Can i clarify something?

If a ghoul paralyzes you and you're down and unconscious, and two more ghouls attack you the same round...both hit (both attack at Advantage) so that counts as two critical hits...and thus 4 death saves...thus you're immediately dead?
 


In previous editions, when I paralyzed someone I rarely attacked them again cause they were "out of the combat" and didn't want to pile on the "not fun". With save every round I don't feel bad attacking them while they're helpless. Not sure why it psychologically makes me do that.
Agreed. It's generally "in character" for a ghoul to immediately feast, so I like that it isn't a "dirty trick". It just makes the party still care about getting to the paralyzed character.

Can i clarify something?

If a ghoul paralyzes you and you're down and unconscious, and two more ghouls attack you the same round...both hit (both attack at Advantage) so that counts as two critical hits...and thus 4 death saves...thus you're immediately dead?
That'd be my understanding.
 

Depends on if the PC is a spell caster or not.

Depends on how well the player knows the PHB since presumably, the rest of the people at the table want to continue playing without the DM stopping to help a player create a PC.

And, it depends on whether the DM has that player play that PC from then on, or not. A lot of players might zone a bit before coming up with a concept that they want to play (as opposed to just playing for the rest of the evening).

It also depends whether the player is blind/mute or if he has eidetic memory.

Point is, compared to other RPGs, 5e is relatively quick, all things being equal.
 

Point is, compared to other RPGs, 5e is relatively quick, all things being equal.

Which other RPGs? Seriously, I'll grant 3e and 4e. Also GURPS, Hero, and probably the WoD. But I'd describe 5e as in the same medium-heavy category as AD&D 1e, AD&D 2e, 3.X, and 4e all are. It's no Fate or Apocalypse World or Feng Shui 2 - not even a BECMI.
 

Which other RPGs? Seriously, I'll grant 3e and 4e. Also GURPS, Hero, and probably the WoD. But I'd describe 5e as in the same medium-heavy category as AD&D 1e, AD&D 2e, 3.X, and 4e all are. It's no Fate or Apocalypse World or Feng Shui 2 - not even a BECMI.

I'd call it medium-light. No where near 3e or 4e, closer to AD&D. B/X is the fastest D&D, of course. It's tough to compare to story game PCs. The back story and integration to the group of story game PCs is a lot more important than the stats (thus why they are easy to make, mechanics-wise), so they take a lot of time to make in a different way.

That's just my experience with NPCs and my players. The most time-consuming part of it seems to be the back story and other fluff.
 

Can i clarify something?

If a ghoul paralyzes you and you're down and unconscious, and two more ghouls attack you the same round...both hit (both attack at Advantage) so that counts as two critical hits...and thus 4 death saves...thus you're immediately dead?

Yep. 1st hit paralyzes one. Second, if in melee, is an auto-crit, for two death saves failed. 3rd hit, also in melee, is another auto-crit, for 2 more, total 4, death saves of 3 allowed.
 

Yeah, i'm thinking of adding a minimum amount of rounds you are paralyzed before your saves can even start. 2 or 3, then start the saves. Simple and makes a big difference.

I've had some other ideas.

--After the initial failed save, all subsequent saves must be rolled with disadvantage
--After the initial failed save, a successful subsequent save merely suspends the condition for one round, rather than ending it.
--After the initial failed save, subsequent failed saves inflict x damage--you may forego any save to avoid this damage.
--After the initial failed save, subsequent saves are allowed only if another character spends their action to attempt to "wake up" the afflicted character.

For now I'm running the game mostly as written, but at some point I probably will slap down one of these limitations on (at the very least) certain iconic monster abilities.
 

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