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General Tabletop Discussion
*Dungeons & Dragons
attrition mechanic
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<blockquote data-quote="Shiroiken" data-source="post: 6903247" data-attributes="member: 6775477"><p>I'd avoid Short Rest resources by simply allowing a Short Rest before they enter the meat of the adventure. Long Rest resources should be considered, IMO. It'd be tricky, and you'd have to custom design it for your PCs, but I can give you an idea. Everyone rolls a Wisdom/Survival check, and determine the following:</p><p></p><p>Front Line Warriors/Defenders (Barbarian, Fighter, Paladin, etc.)</p><p>Successful Save: -15% HP, loss of 1 Long Rest Resource</p><p>Failed Save: -25% HP, loss of 2 Long Rest Resources</p><p>Each Allied Failed Save: -10% additional HP</p><p></p><p>Skirmisher (Ranger, Rogue, etc)</p><p>Successful Save: -5% HP, loss of 1 Long Rest Resource</p><p>Failed Save: -30% HP, loss of 2-3 Long Rest Resources</p><p>Each Allied Failed Save: -5% additional HP or 1 additional Long Rest Resource (alternate)</p><p></p><p>Leader (Cleric, Druid, Bard)</p><p>Successful Save: -10% HP, loss of 1-2 Long Rest Resources</p><p>Failed Save: -20% HP, loss of 2-3 Long Rest Resources</p><p>Each Allied Failed Save: -5% HP or 1 additional Long Rest Resource (alternate)</p><p></p><p>Mage (Wizard, Sorcerer)</p><p>Successful Save: -5% HP, loss of 2 Long Rest Resources</p><p>Failed Save: -25% HP, loss of 3-4 Long Rest Resources</p><p>Each Allied Failed Save: loss of 1 Long Rest Resource</p><p></p><p>Some classes don't have Long Rest Resources, so you might want to up the HP loss by 5% per lost Resource. Some classes (notably Warlock) won't lose much beyond HP, since their stuff is Short Rest based. This is assuming you need to wear down the party some before they get to the main part of the adventure, but not cripple them. Adjust as needed based on level, class, personal desire, whatever <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6903247, member: 6775477"] I'd avoid Short Rest resources by simply allowing a Short Rest before they enter the meat of the adventure. Long Rest resources should be considered, IMO. It'd be tricky, and you'd have to custom design it for your PCs, but I can give you an idea. Everyone rolls a Wisdom/Survival check, and determine the following: Front Line Warriors/Defenders (Barbarian, Fighter, Paladin, etc.) Successful Save: -15% HP, loss of 1 Long Rest Resource Failed Save: -25% HP, loss of 2 Long Rest Resources Each Allied Failed Save: -10% additional HP Skirmisher (Ranger, Rogue, etc) Successful Save: -5% HP, loss of 1 Long Rest Resource Failed Save: -30% HP, loss of 2-3 Long Rest Resources Each Allied Failed Save: -5% additional HP or 1 additional Long Rest Resource (alternate) Leader (Cleric, Druid, Bard) Successful Save: -10% HP, loss of 1-2 Long Rest Resources Failed Save: -20% HP, loss of 2-3 Long Rest Resources Each Allied Failed Save: -5% HP or 1 additional Long Rest Resource (alternate) Mage (Wizard, Sorcerer) Successful Save: -5% HP, loss of 2 Long Rest Resources Failed Save: -25% HP, loss of 3-4 Long Rest Resources Each Allied Failed Save: loss of 1 Long Rest Resource Some classes don't have Long Rest Resources, so you might want to up the HP loss by 5% per lost Resource. Some classes (notably Warlock) won't lose much beyond HP, since their stuff is Short Rest based. This is assuming you need to wear down the party some before they get to the main part of the adventure, but not cripple them. Adjust as needed based on level, class, personal desire, whatever :) [/QUOTE]
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