Stoutstien
lunk
Fair point. odd thought what if you ditched hp all together went straight to x amount of hits take you out with each class having a different threshold + con modifier? Makes hordes super deadly.
Now we're talking. It rewards both active avoidance and mitigation in the face of damage.How about a damage threshold? So if the PC takes too much damage in a single attack (or turn maybe), they become stunned or dizzied or something which leave them vulnerable and makes the combat more dangerous?
You could also add other effects to critical hits (or if you hit by a certain amount, like 5 or 10) such as temporary blindness, loss of speed to hamper their mobility, knockdowns, etc.
This. Each PC gets three life saves and three death saves. A life save is d20 + relevant attribute modifier + (AC-10). The DC is the NPC's attack roll, but replace the d20 with 10. For every 10 damage caused beyond the first, the defender must make another life save.Fair point. odd thought what if you ditched hp all together went straight to x amount of hits take you out with each class having a different threshold + con modifier? Makes hordes super deadly.
Have you tried using a bigger stick when you thwack them?I don't exactly know how long my combats take, because I don't keep stats. But they don't seem to drag for too many rounds - that's not a central issue here. Players complain, that in essence, they don't feel threatened by combat. As I said, they are used to far more deadly systems (we also played a lot of 1st edition L5R, where lost initiative and good attack roll by enemy = insta death no rez, and Deadlands, where few lucky rerolls from random bandit shooting at you could send you straight to St Peter). So, I need to house rule things in a way, that will make their blood pumping faster, while at the same time not make everything TOO deadly, and prevent them from niovaing important enemies (which could become a thing if I go too far with upping damage/lowering hp).
Conditions are good thing, as an extra. Core problem is combat swingability (as I see it).
LOL yeah this is a good example! I did a similar thing with a black dragon staying underwater in the swamp and using lair actions while its breath recharged. Grappling a PC and dragging them under with you makes things VERY tense!Don't just lean into their strengths. If you want the monsters to put up a good challenge, lean into the monster's strength. White Dragons have burrow and swim speed so they'll be in snow filled caves with several underground water reservoirs. The dragon waits for its breath weapon to recharge while burrowed or underwater, then comes up to deliver their mightiest attack. All the while, their lair actions consistently thwart the common plans a party might have to bypass this tricky situation.