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<blockquote data-quote="Helldritch" data-source="post: 7934501" data-attributes="member: 6855114"><p>I have been tackling with something along those line, but it would not occur at death but would start with wound threshold. </p><p>It could go like this:</p><p></p><p>At 50% of total HP, a player or a monster must make a Fear Saving throw (based on wisdom) with a DC equal to 8 + half the damage taken or that player/monster becomes frightened. Naturally a save at the end of every round will remove the condition. The frightened character/monster will have to try to get away from combat.</p><p></p><p>The same check will be done when the player/monster will reach 10% of HP. But this time the save should be made with disadvantage. </p><p></p><p>A player that gets down and is healed back (the whack a mole syndrome) must now make a frightened check DC 20 - current hit points and the check would be made at a disadvantage.</p><p></p><p>The advantages of this would be:</p><p>1) The healing done to a player would now be done way before the said player would go down.</p><p></p><p>2) Going low on HP now has a distinct disadvantage. The efficiency of the character is reduced but he can recover. So it is not detrimental to the character but it is a significant game effect (fighting at disadvantage) that the players will now not be so willing to go to low on HP and start the whack a mole. This could lead to a variety of tactics where the players would try to rotate positions, use healing a wee bit earlier or even start defensive maneuvers before a save would be required (i.e. the dodge action).</p><p></p><p>3) In the case of a downed player. The healers would now have to heal the downed player to a higher number of HP or the risk of seeing the character fleeing from combat would be very real. This might put some strain on healers but it would force players to find new strategies.</p><p></p><p>4) Monsters would be in the same bag as the players. Some monsters are immune to the frightened condition. Just as some classes are better at wisdom saves. But with monsters, this brings a new meaning to fearless.</p><p></p><p>5) This would prevent house rules in which going down could bring permanent detrimental conditions to the character. No one wants to have a character missing a limb. I know some spells will restore the lost limbs but in the mean time; it is quite a blow to the enjoyment of said character and detrimental to the fun the player might have in playing it.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7934501, member: 6855114"] I have been tackling with something along those line, but it would not occur at death but would start with wound threshold. It could go like this: At 50% of total HP, a player or a monster must make a Fear Saving throw (based on wisdom) with a DC equal to 8 + half the damage taken or that player/monster becomes frightened. Naturally a save at the end of every round will remove the condition. The frightened character/monster will have to try to get away from combat. The same check will be done when the player/monster will reach 10% of HP. But this time the save should be made with disadvantage. A player that gets down and is healed back (the whack a mole syndrome) must now make a frightened check DC 20 - current hit points and the check would be made at a disadvantage. The advantages of this would be: 1) The healing done to a player would now be done way before the said player would go down. 2) Going low on HP now has a distinct disadvantage. The efficiency of the character is reduced but he can recover. So it is not detrimental to the character but it is a significant game effect (fighting at disadvantage) that the players will now not be so willing to go to low on HP and start the whack a mole. This could lead to a variety of tactics where the players would try to rotate positions, use healing a wee bit earlier or even start defensive maneuvers before a save would be required (i.e. the dodge action). 3) In the case of a downed player. The healers would now have to heal the downed player to a higher number of HP or the risk of seeing the character fleeing from combat would be very real. This might put some strain on healers but it would force players to find new strategies. 4) Monsters would be in the same bag as the players. Some monsters are immune to the frightened condition. Just as some classes are better at wisdom saves. But with monsters, this brings a new meaning to fearless. 5) This would prevent house rules in which going down could bring permanent detrimental conditions to the character. No one wants to have a character missing a limb. I know some spells will restore the lost limbs but in the mean time; it is quite a blow to the enjoyment of said character and detrimental to the fun the player might have in playing it. [/QUOTE]
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