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5e heros: Adventuring yo-yos.
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<blockquote data-quote="DEFCON 1" data-source="post: 6378296" data-attributes="member: 7006"><p>Depending on how things go the first couple of sessions, I presume I will be using the same type of in-game "story" for the loss of hit points that I did in 4E.</p><p></p><p>- Despite the name of the condition being 'Unconscious'... PC will not actually black out each and every time they drop to 0 HP. They'll drop to their knees or fall to the ground, just so exhausted or beat up that they lose all the actions and abilities that the 'Unconscious' condition takes away. They just won't be actually unconscious, because I find that with the yo-yo, going back and forth between conscious and unconscious repeatedly during a fight to be rather silly.</p><p></p><p>- I'll really have to think about whether or not I want to have Death Saves reset after regaining hit points in the middle of combat. My first impulse is to follow 4E's rule and say that no, they don't reset even after being healed just so there's more of a risk to the PCs. But with the new Short Rest rules being an hour rather than 5 minutes... I dunno if I really want to invent a new time period of "after the fight" where they reset. To follow the established game conventions it should be after a Short Rest... but I'm fearful that might inspire more inopportune requests from players for Short Rests because players are afraid of going into new fights down a failed Death Save or two. But at the same time... the more healing you have in the party, the less likely you'll ever see PCs begin to actually make Death Saves anyway before getting healed, which makes a '3 strikes' rule almost unnecessary to keep track of because it'll almost never be an issue-- the count keeps getting reset before getting past like the first failure.</p><p></p><p>- 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 <em>Spare The Dying</em>)... 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.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6378296, member: 7006"] Depending on how things go the first couple of sessions, I presume I will be using the same type of in-game "story" for the loss of hit points that I did in 4E. - Despite the name of the condition being 'Unconscious'... PC will not actually black out each and every time they drop to 0 HP. They'll drop to their knees or fall to the ground, just so exhausted or beat up that they lose all the actions and abilities that the 'Unconscious' condition takes away. They just won't be actually unconscious, because I find that with the yo-yo, going back and forth between conscious and unconscious repeatedly during a fight to be rather silly. - I'll really have to think about whether or not I want to have Death Saves reset after regaining hit points in the middle of combat. My first impulse is to follow 4E's rule and say that no, they don't reset even after being healed just so there's more of a risk to the PCs. But with the new Short Rest rules being an hour rather than 5 minutes... I dunno if I really want to invent a new time period of "after the fight" where they reset. To follow the established game conventions it should be after a Short Rest... but I'm fearful that might inspire more inopportune requests from players for Short Rests because players are afraid of going into new fights down a failed Death Save or two. But at the same time... the more healing you have in the party, the less likely you'll ever see PCs begin to actually make Death Saves anyway before getting healed, which makes a '3 strikes' rule almost unnecessary to keep track of because it'll almost never be an issue-- the count keeps getting reset before getting past like the first failure. - 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 [I]Spare The Dying[/I])... 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. [/QUOTE]
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