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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Onussen" data-source="post: 6954482" data-attributes="member: 6795903"><p>Issue: Characters are far too durable. I do not think a return to the flimsiness of the OD&D characters is needed, but I've found there is not that much fear of dying in 5e, unless the player is exceedingly, erm, *incautious*. That sense of trepidation, that at any moment...boom! That was part of the fun.</p><p></p><p>My thoughts on the nature of Hit Points under the spoiler, since it has been discussed already.</p><p>[sblock]Hit points are what you spend to avoid taking physical damage. Every time the PC is hit but does not die or fall mortally wounded, it means that it, the PC, has somehow avoided taking physical damage-- or at least any noteworthy physical damage- nothing more than a scrape or scratch. However, like the boxer who starts fresh and over the course of several rounds starts slowing down as fatigue sets in, the PC also incurs this fatigue (HP loss) until finally the PC takes that final hit which actually physically damages them. (there is no juice left in the battery, gas in the tank, etc, the PC can no longer deflect or dodge or get lucky...) Maybe it was a fatal blow. (3 failed death saves) Maybe it was serious but not fatal.</p><p></p><p>It is only that last hit that does the telling physical damage. This is why the Hit Dice healing during a short rest is, IMHO, a good implementation, albeit a smidge too generous in terms of HD allowed. The pause that refreshes. Full hit point recovery in one long rest from 0 or less hit points is not a good implementation. </p><p>[/sblock]</p><p>Solution: I would, at the very least, give the PC levels of Exhaustion (say 5) if it dropped to 0 or below 0 hit points. It puts a nice sting into nearly "dying" without adding more new rules. I would limit the number of Hit Dice that a PC could use during one short rest. It is enough time to catch one's breath, but to fully recover, no. The PC would need consecutive short rests to get more Hit Dice recovered. </p><p>-----------------------------------------------------------------------------------------------------------------</p><p></p><p>How many DM's have assigned advantage or disadvantage to death saving throws? </p><p></p><p>Of course the serious issue, IMHO, is the the Experience Points system. Awarding them, officially anyway, for only killing/subduing monsters, makes for odd gameplay to me. I would like to see a system, or set of guidelines, for converting treasure-- including magic items, or clever activity, into XPTS. I can do it on my own, but I would like to see the actual game designers--who presumably understand the interactions of the ruleset-- come up with something.</p></blockquote><p></p>
[QUOTE="Onussen, post: 6954482, member: 6795903"] Issue: Characters are far too durable. I do not think a return to the flimsiness of the OD&D characters is needed, but I've found there is not that much fear of dying in 5e, unless the player is exceedingly, erm, *incautious*. That sense of trepidation, that at any moment...boom! That was part of the fun. My thoughts on the nature of Hit Points under the spoiler, since it has been discussed already. [sblock]Hit points are what you spend to avoid taking physical damage. Every time the PC is hit but does not die or fall mortally wounded, it means that it, the PC, has somehow avoided taking physical damage-- or at least any noteworthy physical damage- nothing more than a scrape or scratch. However, like the boxer who starts fresh and over the course of several rounds starts slowing down as fatigue sets in, the PC also incurs this fatigue (HP loss) until finally the PC takes that final hit which actually physically damages them. (there is no juice left in the battery, gas in the tank, etc, the PC can no longer deflect or dodge or get lucky...) Maybe it was a fatal blow. (3 failed death saves) Maybe it was serious but not fatal. It is only that last hit that does the telling physical damage. This is why the Hit Dice healing during a short rest is, IMHO, a good implementation, albeit a smidge too generous in terms of HD allowed. The pause that refreshes. Full hit point recovery in one long rest from 0 or less hit points is not a good implementation. [/sblock] Solution: I would, at the very least, give the PC levels of Exhaustion (say 5) if it dropped to 0 or below 0 hit points. It puts a nice sting into nearly "dying" without adding more new rules. I would limit the number of Hit Dice that a PC could use during one short rest. It is enough time to catch one's breath, but to fully recover, no. The PC would need consecutive short rests to get more Hit Dice recovered. ----------------------------------------------------------------------------------------------------------------- How many DM's have assigned advantage or disadvantage to death saving throws? Of course the serious issue, IMHO, is the the Experience Points system. Awarding them, officially anyway, for only killing/subduing monsters, makes for odd gameplay to me. I would like to see a system, or set of guidelines, for converting treasure-- including magic items, or clever activity, into XPTS. I can do it on my own, but I would like to see the actual game designers--who presumably understand the interactions of the ruleset-- come up with something. [/QUOTE]
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