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Bloodied Condition in 5e:
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<blockquote data-quote="CapnZapp" data-source="post: 7875327" data-attributes="member: 12731"><p>I apparently missed this thread first time around.</p><p></p><p>I use the concept of "bloodied" at half max hp. I've used it for 5E and now PF2 ever since we briefly played 4E back when. About the only thing we've imported from 4E really.</p><p></p><p>Players are encouraged to not state exactly how much damage they've taken or how many hit points they have left. And I report only if a monster is "bloodied" or not. </p><p></p><p>The value in the idea lies in avoiding rewarding gaming the game in artificial ways. For instance: </p><p></p><ul> <li data-xf-list-type="ul">"The monster only has 9 hp left, so I'll go with this low-level spell that has a 89% chance of downing it, instead of wasting this here bigger spell".</li> <li data-xf-list-type="ul">I'll save my main attack for the new monster, since I know my weaker attack will do the 6 hp needed for the old monster.</li> <li data-xf-list-type="ul">I'll begin by healing Bob since he has only 11 hp left while Sue has 13...</li> </ul><p></p><p>That's a level of accuracy that feels completely unrealistic and videogamey to have. A bonus is that the lack of detailed knowledge helps with analysis paralysis. In most cases, choosing either bloodied monster works equally well. And sometimes you choose "wrong" but that's life - at least your choice was made quickly and the game will go on.</p><p></p><p>I do not add any general rules to the "condition" of Bloodied, however. Sure, the odd BBEG has had abilities he could only use while Bloodied, and I think I've created at least one magic item that relies on Bloodied, but I have no plans to attach general penalties (or bonuses) to it.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7875327, member: 12731"] I apparently missed this thread first time around. I use the concept of "bloodied" at half max hp. I've used it for 5E and now PF2 ever since we briefly played 4E back when. About the only thing we've imported from 4E really. Players are encouraged to not state exactly how much damage they've taken or how many hit points they have left. And I report only if a monster is "bloodied" or not. The value in the idea lies in avoiding rewarding gaming the game in artificial ways. For instance: [LIST] [*]"The monster only has 9 hp left, so I'll go with this low-level spell that has a 89% chance of downing it, instead of wasting this here bigger spell". [*]I'll save my main attack for the new monster, since I know my weaker attack will do the 6 hp needed for the old monster. [*]I'll begin by healing Bob since he has only 11 hp left while Sue has 13... [/LIST] That's a level of accuracy that feels completely unrealistic and videogamey to have. A bonus is that the lack of detailed knowledge helps with analysis paralysis. In most cases, choosing either bloodied monster works equally well. And sometimes you choose "wrong" but that's life - at least your choice was made quickly and the game will go on. I do not add any general rules to the "condition" of Bloodied, however. Sure, the odd BBEG has had abilities he could only use while Bloodied, and I think I've created at least one magic item that relies on Bloodied, but I have no plans to attach general penalties (or bonuses) to it. [/QUOTE]
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