That is a very clever idea. (Can't XP, unfortunately.)I think I'm going to reward 0 hit points with a level of exhaustion. I'm curious what rules the DMG is going to have for lingering wounds.
That is a very clever idea. (Can't XP, unfortunately.)I think I'm going to reward 0 hit points with a level of exhaustion. I'm curious what rules the DMG is going to have for lingering wounds.
It stops being rediculous when you consider the fact that 0 hit points doesn't necessarily mean "laying on the floor". There's no reason to assume that after taking a sword to the gut, your character next finds himself laying on his back, sleeping. It's more reasonable to assume he's dropped to a knee, or otherwise hunched over in pain, too wounded act. It's pretty reasonable to assume that if his gut wound were somehow suddenly magically healed, he could stand up rather quickly and get back into the action.
I think I'm going to reward 0 hit points with a level of exhaustion. I'm curious what rules the DMG is going to have for lingering wounds.
That would be doubly brutal in my game, since I already count exhaustion levels against long rest HD recovery. I think the exhaustion rules are great but that might turn them into a death spiral mechanic.
The trouble is it effects different classes differently. Our bard has only gone down once, the monk has dropped in every fight but one, often to a single hit from a bugbear. Those guys are brutal.
If you want to slow things down though it's a great idea. However my players seem to feel a good deal of time pressure in their desire to rescue Gundrun, and I don't want to penalize them for RPing that kind of loyalty to an NPC they've never actually seen "on screen."
One final thing I think I might do just to not make the Medicine skill completely useless is to say that the Healer's Kit either can't be used in the middle of combat (thus all in-combat stablization has to come from PCs making Medicine checks or Spare The Dying)... or that the Healer's Kit allows a Wisdom (Medicine) check to be made with Advantage. I suspect that is the direction I'm going to go. I don't like the idea of a piece of equipment just completely removing the necessity of a Skill from the game. They should have made the Healer's Kit a Tool that you needed proficiency in and not included the Medicine skill at all if that was going to be the case.
Since I want to make combat more deadly, serious wounds have lasting effects and healing require longer downtime periods, I'm okay with that. We're used to (and prefer) games where it's far easier to die and full recovery takes more time than a full rest. I could have went with slowing down HP recovery, but that's easily avoided with magic and it's far less interesting. I was thinking about adding Wound levels too, but Exhaustion handles that pretty well already with it's effects.
Yeah, it's not a bad rule. It's just that it gives you a hard cap on getting dropped no more than 5 times a day before you had damned well call it a night. If you get knocked down a 6th time the exhaustion level from saving you will kill you!