I thought I would post my hose rules for death and dying.
Problem: Combat in DnD can feel like ‘wak-a-mole’. A character is dying and then instantly better and can continue as if nothing happened.
Solution: Apply some penalty to a character who is reduced to 0 hit points.
Brief Overview: Anytime a character fails a death saving throw, they gain one level of exhaustion. This replaces the ‘three strikes and your out’ death saving throw rule.
[h=1]Death and Dying[/h]When an attack would reduce a character to less than 0 hit points, that character is dying.
whenever you start your turn with 0 hit points, you must make a Special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by Spells and features that improve your chances of succeeding on a saving throw.
Roll a d20: If the roll is 10 or higher, you succeed. Otherwise, you fail. If you fail, you gain one level of exhaustion. If you reach six levels of exhaustion, you die. If you succeed three times, you stabilize.
Rolling 1 or 20: When you make a death saving throw and roll a 1 on the d20, you gain two levels of exhaustion. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points: If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Exhaustion
1 Disadvantage on physical ability checks.
2 Speed Halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum reduced to half.
5 speed reduced to 0.
6 dead.
Problem: Combat in DnD can feel like ‘wak-a-mole’. A character is dying and then instantly better and can continue as if nothing happened.
Solution: Apply some penalty to a character who is reduced to 0 hit points.
Brief Overview: Anytime a character fails a death saving throw, they gain one level of exhaustion. This replaces the ‘three strikes and your out’ death saving throw rule.
[h=1]Death and Dying[/h]When an attack would reduce a character to less than 0 hit points, that character is dying.
whenever you start your turn with 0 hit points, you must make a Special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by Spells and features that improve your chances of succeeding on a saving throw.
Roll a d20: If the roll is 10 or higher, you succeed. Otherwise, you fail. If you fail, you gain one level of exhaustion. If you reach six levels of exhaustion, you die. If you succeed three times, you stabilize.
Rolling 1 or 20: When you make a death saving throw and roll a 1 on the d20, you gain two levels of exhaustion. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points: If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Exhaustion
1 Disadvantage on physical ability checks.
2 Speed Halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum reduced to half.
5 speed reduced to 0.
6 dead.