D&D 5E Making Combat Mean Something [+]

TheSword

Legend
So it will be no secret that I have long been looking for a way to make combat more meaningful - instead of the whack-a-mole - sacks of hit points that opponents turn into in 5e. I want their to be a real risk of dying and not just because the GM targeted a fallen PC. I want PCs to view combat as a risk and think about ways to improve their odds or avoid it all together.

I’d like to recreate the danger of combat with three simple rules which I hope in combination will make combat far more meaningful - and interesting to me as a DM.

- Firstly dropping to 0 hp doesn’t mean unconscious. It means a serious wound - a real medical emergency but not completely out. They still take death saves as normal but when on 0 hp characters can’t rise from prone but can take a single bonus action, a single action, or move (but not stand up). Taking any action or move forces them to make an additional death save.

- Secondly, I’ll be using the slow healing rules. Spending HD is the only way to regain wounds, which represent bandaging and rest. No spending 8 hours to wake fresh as a daisy.

- Thirdly, and this is the doozy, I want dropping to 0 hp to cause the Pc to gain 1d6 levels of exhaustion. Yes the PC has a 1/6 chance of dying instantly when dropped to 0 hp. When their head gets lopped off. The exhaustion represents their wound - which they are free to describe as they like. When their exhaustion is gone (through the normal means) their wound is gone.

This campaign won’t be the typical dungeon crawl hack and slash. Combats will be rarer - one to three per day. With most adventures to have 1-3 combats potentially. It will also mostly be operating at a low-ish level 3-7. What are peoples though, could it work cohesively.
 

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Stormonu

Legend
Perhaps make it every failed Death Save is 2 levels of exhaustion, every successful save is one level of exhaustion?

You want to be really mean? Magical healing, such as cure wounds or potions, don't work on someone whose been reduced to 0 hp. They have to heal naturally in some fashion and expend hit dice to get back to 1.
 

iserith

Magic Wordsmith
- Firstly dropping to 0 hp doesn’t mean unconscious. It means a serious wound - a real medical emergency but not completely out. They still take death saves as normal but when on 0 hp characters can’t rise from prone but can take a single bonus action, a single action, or move (but not stand up). Taking any action or move forces them to make an additional death save.
I'd pack a ton of potions of healing. Getting to do that with my one action may be better in many instances than someone else spending their action to administer a potion to me.

- Secondly, I’ll be using the slow healing rules. Spending HD is the only way to regain wounds, which represent bandaging and rest. No spending 8 hours to wake fresh as a daisy.
More reason to buy and carry potions of healing and lots of them.

- Thirdly, and this is the doozy, I want dropping to 0 hp to cause the Pc to gain 1d6 levels of exhaustion. Yes the PC has a 1/6 chance of dying instantly when dropped to 0 hp. When their head gets lopped off. The exhaustion represents their wound - which they are free to describe as they like. When their exhaustion is gone (through the normal means) their wound is gone.
Ultimately, outside of that chance of instant death, it just means more laying around. Unless you make time actually matter, this won't have a large impact on play in my view.
 

TheSword

Legend
Sounds like a good time to play an arcane caster!
I can think of nothing worse than having low hp and low AC in these circumstances.
Had my 5E players try 2E and they loved how combat felt more serious. “I feel like what I do matters”
That’s the aim anyway. This idea all came about when playing against a foe which killed on 0 hp in my last session. Combat was genuinely scary.
I'd pack a ton of potions of healing. Getting to do that with my one action may be better in many instances than someone else spending their action to administer a potion to me.

More reason to buy and carry potions of healing and lots of them.

Ultimately, outside of that chance of instant death, it just means more laying around. Unless you make time actually matter, this won't have a large impact on play in my view.
Time will matter and yes most of the adventures in this campaign will take place over 1-3 days and will be event driven not dungeon driven. They will be more like investigations or mysteries with some combat but less than a normal adventure. The normal 3-6 encounters per day mechanic won’t work in these circumstances. I think a healing potion would be pretty special. Though at low levels and 50gp each there probably won’t be hundreds of them around. I have no problem with a PC swigging a healing potion to get back in the fight - albeit with the penalties that come with exhaustion.
 
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Getting further into the nitty-gritty:

Does dropping to 0 HP cause a character to go prone? I'm guessing that characters still take a failed death save if they are hit while on 0 HP, but since they aren't incapacitated, they don't get automatically critted and get two failed death saves?

Currently when someone goes down, you are tracking two different things at the same time: Death saves and Exhaustion levels. Is it worth combining the two and just having failed death saves add a level of exhaustion? At exhaustion level 3 you'll be making death saves with disadvantage anyway I'm guessing?

Are you changing non-rest-based healing (spells and similar) to adjust for the increased deadliness of being dropped? Currently a healer burning all of their slots can't generally match the incoming damage of most encounters. With these rules, there will be a lot more incentive to just nova as hard as you can at the beginning of a fight to reduce the number of combatants and therefore incoming damage unless using those resources to heal during the fight is made more realistic. The reduces number of encounters per day will also encourage, and increase the ability to nova for those classes with repeated nova capability.

Is there any distinction between short and long rests when it comes to spending HD to heal or similar? How many short rests is the party likely to get per day?

How is Revivify going to interact with your new rules? Are you just going to have the front-liners dropping and sometimes there will just be no way to bring them back?

How do you generally handle Downtime? With the party regularly requiring up to a week to recover from a fight, will you be using the suggestions in Xanathars, or similar options?
 

I can think of nothing worse than having low hp and low AC in these circumstances.
Ah, but with the adventuring day being cut so short, you will have many more resources to spend to avoid getting hurt. Unlike a divine caster who will likely have to burn most of their spare resources in healing to make up for slower natural healing.

furthermore you are affected much less by exhaustion than the rest of the group, by virtue of most spells not requiring ability checks, attack rolls, or even being able to stand.
 

OB1

Jedi Master
@TheSword I've been using something very similar to your first point for nearly a year and it's working great. With it, I find the party works really hard to not get to 0HP in a fight (using different tactics than with the old rules) and that when one or more people do drop to 0HP, it forces a change in tactics again as the party has to work both to keep the injured PC from dying while still trying to take down the enemies.

My rules
1. Drop to 0 HP means you gain the Dazed condition (1/2 speed, 1 action or bonus, no reactions, can't concentrate on a spell)
2. All other rules for being at 0HP remain the same (death save at start of turn, autofails for damage)
3. Dazed condition remains after regaining HP. PC can make a DC19 Con Save at the end of each turn to end the condition while above 0 HP

Should note that I love this setup, as do the players. Makes for more cinematic fights that still allows a chance for the PCs to prevail and doesn't lead to 5MWD. Note that unless I have a 2nd wave encounter, I handwave the Dazed save once out of combat.

Think this rule would merge well with your second piece (Spend HD to recover on Long Rest). For the third piece, maybe use the new One exhaustion rules with 10 levels that each deliver a -1 to all d20 rolls?
 


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