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5e heros: Adventuring yo-yos.
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<blockquote data-quote="Andor" data-source="post: 6378342" data-attributes="member: 1879"><p>I went the other way with that and just stripped the Medicine skill out of my game. It's essentially completely useless.</p><p></p><p></p><p></p><p>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! </p><p></p><p>I might put in a saving throw to prevent the exhaustion. Or... Hmmm. Perhaps I could revitalize the Healing skill by allowing a check on downed character to not just stabilize but to offset the exhaustion penalty. Then you have a choice to make as a party in dealing with a downed friend. Bring him back now, but add to his long term risk, or spend a few moments making sure his organs are all lined up correctly before you run a 1000 amps of positive energy through his carcass. Huh, I kind of like that. It's too big a change to make mid game, but if I were to start a new campaign, I might institute that rule. Probably give it a decent difficulty too, to make the skill worth taking, 15 perhaps. </p><p></p><p>I'm really curious to see how close some of the DMG options come to what we are kicking around. I suspect very close.</p></blockquote><p></p>
[QUOTE="Andor, post: 6378342, member: 1879"] I went the other way with that and just stripped the Medicine skill out of my game. It's essentially completely useless. 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! I might put in a saving throw to prevent the exhaustion. Or... Hmmm. Perhaps I could revitalize the Healing skill by allowing a check on downed character to not just stabilize but to offset the exhaustion penalty. Then you have a choice to make as a party in dealing with a downed friend. Bring him back now, but add to his long term risk, or spend a few moments making sure his organs are all lined up correctly before you run a 1000 amps of positive energy through his carcass. Huh, I kind of like that. It's too big a change to make mid game, but if I were to start a new campaign, I might institute that rule. Probably give it a decent difficulty too, to make the skill worth taking, 15 perhaps. I'm really curious to see how close some of the DMG options come to what we are kicking around. I suspect very close. [/QUOTE]
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