D&D 5E Why my friends hate talking to me about 5e.


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I've heard from certain people on ENWorld that damage and healing is all in your character's head, anyway. Your fighter only thought he got stabbed, turns out he was just like, really tired.
its funny but a 23hp fighter can get crit at 2 different tables for 21 damage with one being the axe ambeded in his chest and the other with the axe bearly grazing him... in both those 21 damage in no way changes how fast he is how much he can lift/carry or how well he does anything,
 

Feat: Blood Geyser
You have given into your DM's desire for characters to take actual injuries and weaponized it.

Benefit: As a reaction triggered by taking any damage for any reason at all, deal 2d6+CON modifier bludgeoning damage to the source of the damage from the font of gore-filled blood that erupts from your wound. The target is then pushed 20ft away.
 

The problem is, 5e moved away from "small modifiers". Everything has to be advantage or disadvantage (or a die roll, like Bless or the Bard's Inspiration Dice).

I mean, I guess you could make it -1d4 to Ability Checks, but that still seems like a bigger penalty to me than what you'd really like to have.

The way I see it, if you're annoyed by "yo-yo healing", then players are falling to 0 hit points a lot. Better to examine why that's happening, than to implement a system to make sure they stay down!
There's no mystery to "examine" with your question. The root cause for that bolded question is PHB197 combined with a system designed around reinforcing that in every way possible. That goes to the point that rather than changing healing word they made a rule to restrict bonus action casting on page phb202 where it affects like 2 spells with only healing word justifying it.
 

There's no mystery to "examine" with your question. The root cause for that bolded question is PHB197 combined with a system designed around reinforcing that in every way possible. That goes to the point that rather than changing healing word they made a rule to restrict bonus action casting on page phb202 where it affects like 2 spells with only healing word justifying it.
Well I was more thinking, look at your game and see what you, as the DM, might be doing to make characters fall to 0 so often that "pop-up" healing is a thing, but if you want to be technical...

Well you are technically correct. Which I'm told is the best kind of correct.
 

Well I was more thinking, look at your game and see what you, as the DM, might be doing to make characters fall to 0 so often that "pop-up" healing is a thing, but if you want to be technical...

Well you are technically correct. Which I'm told is the best kind of correct.
I think you are thinking so far off the mark that you are ignoring what the players can't do & why they won't do it when given the chance. The DM is entirely under the thumb of wotc's design on this. The players are dropping to zero because they lack tools to do otherwise & the design is too beneficial for them to ever consider accepting alternatives.

In one of my games I gave the players the ability to learn & prepare a 1d8+5 first level cure spell, a 2d8+10 second level spell. & a 3d8+15 third level spell with the restriction that being healed by them resulted in your next long rest taking a number of days equal to your level to complete a long rest. The campaign is sandboxy & time is pretty much never much of a problem several months in but the player response was I quote:"why would I ever prep* or cast any of those when I can just let the damage go away when they hit zero & bring them up normally after without the cost". The "characters fall to 0 so often that "pop-up" healing is a thing" because they lack the tools to do otherwise and the entrenched system is so good that no player would ever willingly abandon it no matter what they are offered.**

* at the time this was said by a healer archetype cleric who counted all of them as prepared automatically for free and would add their wisdom mod on top of that much larger heal.
** In addition to +2/+4 attrib items capable of going above 20 that same group has recipes to make "cursed" +2 & +4 attribute items that strip death saves & go back to death at -10 but are likewise asking every merchant for attrib=19 gear for non maxed attribs refusing to even consider making the ones that could bring attribs to 22 & 24 respectively.
 

This looks like yet another case of rules aesthetics being prioritized over rules function.

These rules SOUND like a cool, hardcore, no-nonsense game, one where every decision counts and you genuinely fear the Reaper.

In practice, it's going to make scaredy-cat players who never take risks if there's even the slightest possibility they can be avoided. It's going to massively encourage DM/player arms races, bleeding-edge optimization even if it doesn't make good sense, and ruthless murderhobo-ism, because those tactics all have their utility massively heightened by this rule.

The players will (usually) dislike the results. The DM will (usually) get frustrated by their players' "inappropriate" behavior and constantly try to treat the symptoms while ignoring the root cause. It requires a very specific group mindset and explicit, sustained, affirmative buy-in to play a game like this.
 

I think you are thinking so far off the mark that you are ignoring what the players can't do & why they won't do it when given the chance. The DM is entirely under the thumb of wotc's design on this. The players are dropping to zero because they lack tools to do otherwise & the design is too beneficial for them to ever consider accepting alternatives.

In one of my games I gave the players the ability to learn & prepare a 1d8+5 first level cure spell, a 2d8+10 second level spell. & a 3d8+15 third level spell with the restriction that being healed by them resulted in your next long rest taking a number of days equal to your level to complete a long rest. The campaign is sandboxy & time is pretty much never much of a problem several months in but the player response was I quote:"why would I ever prep* or cast any of those when I can just let the damage go away when they hit zero & bring them up normally after without the cost". The "characters fall to 0 so often that "pop-up" healing is a thing" because they lack the tools to do otherwise and the entrenched system is so good that no player would ever willingly abandon it no matter what they are offered.**

* at the time this was said by a healer archetype cleric who counted all of them as prepared automatically for free and would add their wisdom mod on top of that much larger heal.
** In addition to +2/+4 attrib items capable of going above 20 that same group has recipes to make "cursed" +2 & +4 attribute items that strip death saves & go back to death at -10 but are likewise asking every merchant for attrib=19 gear for non maxed attribs refusing to even consider making the ones that could bring attribs to 22 & 24 respectively.
...gotta say, I'm not seeing where the players are wrong on this one. Your penalties are far in excess of the worth of the spell or item in question, making them non-choices. These options are nowhere near as tempting as you seem to think they are, given the massive penalties associated with them.

Like for real, cursed items that eliminate death saves? No one in their right mind would ever choose those. For any reason. They're obviously far more dangerous than they are beneficial.
 

I think you are thinking so far off the mark that you are ignoring what the players can't do & why they won't do it when given the chance. The DM is entirely under the thumb of wotc's design on this. The players are dropping to zero because they lack tools to do otherwise & the design is too beneficial for them to ever consider accepting alternatives.

In one of my games I gave the players the ability to learn & prepare a 1d8+5 first level cure spell, a 2d8+10 second level spell. & a 3d8+15 third level spell with the restriction that being healed by them resulted in your next long rest taking a number of days equal to your level to complete a long rest. The campaign is sandboxy & time is pretty much never much of a problem several months in but the player response was I quote:"why would I ever prep* or cast any of those when I can just let the damage go away when they hit zero & bring them up normally after without the cost". The "characters fall to 0 so often that "pop-up" healing is a thing" because they lack the tools to do otherwise and the entrenched system is so good that no player would ever willingly abandon it no matter what they are offered.**

* at the time this was said by a healer archetype cleric who counted all of them as prepared automatically for free and would add their wisdom mod on top of that much larger heal.
** In addition to +2/+4 attrib items capable of going above 20 that same group has recipes to make "cursed" +2 & +4 attribute items that strip death saves & go back to death at -10 but are likewise asking every merchant for attrib=19 gear for non maxed attribs refusing to even consider making the ones that could bring attribs to 22 & 24 respectively.
Why are you doing this?

The thing that strikes me about alternative healing or death saves or lingering wounds is that they are things that require buy in all around. If you want the aesthetics of a different version of D&D then play that version.
It you want 5e to play differently then you need everyone to buy in to that playstyle.

I have been watching some Critical Role and they do not wait for players to drop to 0 before healing and drop healing spells using high level slots. It is not optimal but they have chosen this as a aesthetic choice.
 

...gotta say, I'm not seeing where the players are wrong on this one. Your penalties are far in excess of the worth of the spell or item in question, making them non-choices. These options are nowhere near as tempting as you seem to think they are, given the massive penalties associated with them.

Like for real, cursed items that eliminate death saves? No one in their right mind would ever choose those. For any reason. They're obviously far more dangerous than they are beneficial.
Now you are starting to see the depth of this multipart problem. You can't just fix part of the problem because some parts need need huge buffs to provide the missing tools while other parts need "dangerous" nerfs to keep those buffs from being excessive like the houserrule in the OP. All parts need to changed simultaneously & the system is so brokenly slanted that "no one in their right mind would ever choose those. For any reason" as you say.

death saves & yoyo healing with death saves nullifying any damage beyond zero are so generous that they go beyond excessive video game cheat code power levels so anything not equal or better runs into "no one in their right mind would ever choose those. For any reason".
 

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