Most frustrating quirk of 5E?


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Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
I'm going to try a long rest taking a full week to happen and spreading out the encounter day. If that doesn't work, I'll try something else.

You could leave the long reast alone, and just have Con bonus (minimum 0) + Level hit point return with a long rest (as well as Hit Dice). That'd be a compromise between full healing and the 1hp/night in AD&D.
 

Blue

Ravenous Bugblatter Beast of Traal
One thing I'll admit to not liking is the attunement limitation. the attunement requirement for some items is nice in that it's a logical way to prevent someone from just grabbing a newly acquired magical doodad and having full use. In some cases it makes perfect sense. But limiting it to three total?

In earlier editions there was a common issue of characters having a "Christmas Tree" of glowing magic items. The limit of three was directly put in to address this point, which powerful items need attunement so a character will only have a few of them.

This addressed a pervasive problem in earlier editions. I wouldn't want to change that until I had an alternate way to limit items a character had.

Now, where I would change attunement is make it more like Earthdawn, where you need to learn more about the item to unlock it's abilities, and you can unlock more over time and have the item grow with you.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Not quite going below 1hp you just popped back up with some healing....


"Any character brought to 0 (or fewer) hit points and then revived will remain in a coma far 1-6 turns. Thereafter, he or she must rest for a full week, minimum. He or she will be incapable of any activity other than that necessary to move slowly to a place of rest and eat and sleep when there. The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else. This is true even if cure spells and/or healing potions are given to him or her, although if a heal spell is bestowed the prohibition no longer applies."

AD&D 1e DMG pg 83 second paragraph under Zero Hit Points.

Yeah, 1e was excessively harsh (and my group ignored that crap).

AD&D 2e DMG (black 'revised' printing) pg 104 Hovering on Deaths Door (optional rule) is slightly different from 1e. Otherwise 0 hps is ded dead.
(sorry cant copy paste from pdf I have)

That'd be page 75 on the non-revised version. I completely forgot about the stumbly condition after healing from less than 0 hp (it's been since the mid nineties that I last played 2e).
 

guachi

Hero
I'm partial to just imposing exhaustion and/or a lingering wound (as per the DMG) when characters drop to 0 hit points, for campaigns where overnight healing is inappropriate.

I added one level of exhaustion for each time a PC dropped to zero HP. As it turned out, no PC every dropped to 0 HP more than once per long rest, and that's with long rests of one week. PCs routinely dropped to 0 HP, don't get me wrong. It's just either by random chance or good play, it never happened more than once. I did have an NPC (a war dog fluffed as a barbarian) who dropped twice to 0 HP, but that was twice in the same combat after coming back to 1 HP the first time on a death save of '20'.

I'd use it again, even if the actual effect in play was slight. I think the psychological effect is worth it even if it was never greater than level 1 exhaustion.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
My list is going to be a little different, as I started playing DnD with 3rd edition, and have little use for "old school".

Even starting in 1986, there's a bit of "old school" that I have little use for. My Nostalgia Glasses don't work too well. :D
 

I added one level of exhaustion for each time a PC dropped to zero HP. As it turned out, no PC every dropped to 0 HP more than once per long rest, and that's with long rests of one week.

Heh. We actually stopped using that rule a few sessions after we started, in part because we had one PC drop to 0 something like four times in one encounter. :D

(The other reason, I confess, is that we just tended to forget to apply it. But I still like it in theory...)
 

Maxperson

Morkus from Orkus
You could leave the long reast alone, and just have Con bonus (minimum 0) + Level hit point return with a long rest (as well as Hit Dice). That'd be a compromise between full healing and the 1hp/night in AD&D.

We did that for third edition and it worked well. I'm going to try the way I mentioned up thread first, since the game was balanced around the encounters per day and full healing on a long rest. If that doesn't cut it, there's a good chance we go back to con bonus + level.
 

Doc_Klueless

Doors and Corners
I'm partial to just imposing exhaustion and/or a lingering wound (as per the DMG) when characters drop to 0 hit points, for campaigns where overnight healing is inappropriate.
This is partially what I do. (one level of exhaustion everytime you go down. Once you use up all the levels of exhaustion, you be dead, dead, dead. Resting to recover those levels becomes really, really important. I haven't used lingering wounds yet.) and it works great for my group.
 


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