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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="CapnZapp" data-source="post: 9339325" data-attributes="member: 12731"><p>Apologies for not cutting out the part I'm not responding to.</p><p></p><p>In the last campaign I played in, the DM used a rule I believe he got from one if the splatbooks.</p><p></p><p>Exhaustion levels each give -1 to all checks, rolls and saves (but not passive values). The penalty is cumulative.</p><p></p><p>To this, add:</p><p></p><p>Whenever you drop to zero, take one exhaustion level.</p><p></p><p>This was plenty enough discouragement from relying on "min maxing" yo-yo healing.</p><p></p><p>---</p><p></p><p>PS I fully realize this is predicated on staying with a pretty standard D&D use-violence-to-solve-problems approach. I fully agree a more severe penalty (and being stunned five rounds for being downed is very much a severe penalty) might be in order if you play in a style where you no longer actually expect players to use violence as their go-to tool to solve most game challenges. </p><p></p><p>My personal observation however is that any combat-as-last-resort (or at least not combat-as-first-second-and-third-resort) approach is much much better used with pretty much any other ruleset than D&D. When we play D&D we buy into the game's strengths, which definitely includes the notion that any successful/high-level hero will have left a very long and very bloody trail of corpses. That's just how the game is written and not something we try to work against, because when we want something else, we simply use other rulesets. YMMV</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9339325, member: 12731"] Apologies for not cutting out the part I'm not responding to. In the last campaign I played in, the DM used a rule I believe he got from one if the splatbooks. Exhaustion levels each give -1 to all checks, rolls and saves (but not passive values). The penalty is cumulative. To this, add: Whenever you drop to zero, take one exhaustion level. This was plenty enough discouragement from relying on "min maxing" yo-yo healing. --- PS I fully realize this is predicated on staying with a pretty standard D&D use-violence-to-solve-problems approach. I fully agree a more severe penalty (and being stunned five rounds for being downed is very much a severe penalty) might be in order if you play in a style where you no longer actually expect players to use violence as their go-to tool to solve most game challenges. My personal observation however is that any combat-as-last-resort (or at least not combat-as-first-second-and-third-resort) approach is much much better used with pretty much any other ruleset than D&D. When we play D&D we buy into the game's strengths, which definitely includes the notion that any successful/high-level hero will have left a very long and very bloody trail of corpses. That's just how the game is written and not something we try to work against, because when we want something else, we simply use other rulesets. YMMV DS [/QUOTE]
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