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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Ilbranteloth" data-source="post: 6973108" data-attributes="member: 6778044"><p>1) They didn't leverage the Exhaustion Track enough.</p><p>2) They didn't leverage the Death Saves enough.</p><p></p><p>The exhaustion track is a great incremental list of bad stuff that lives outside of the hit point structure and can provide long-term consequences. I renamed it the Condition Track.</p><p></p><p>The Death Saves mechanic puts a variable amount of time with a chance of success or failure as a gate to very bad stuff. I renamed it Deadly Condition saving throw.</p><p></p><p>Some examples:</p><p><strong>Fatigue</strong> (uses Condition Track, can recover one level after a short rest)</p><p><strong>Exhaustion</strong> (uses Condition Track, recover as written)</p><p><strong>Injuries</strong> (uses Condition Track, recover using Deadly Condition saves, one try per day)</p><p><strong>Falling Damage</strong> (uses Condition Track, can cause injuries)</p><p><strong>Ability Damage</strong> (uses Deadly Condition saves, one try per day, 3 failures is permanent loss of that point of ability damage).</p><p>Disease (uses Condition Track, daily Deadly Condition saves).</p><p></p><p>I've also modified healing magic to make them more deadly.</p><p><em>Lesser restoration</em> must be cast before the Deadly Condition saving throw. If that save is a failure, then it is negated. It's not counted as a success or failure. This has the effect of extending the deadly condition, but doesn't worsen it nor make it better.</p><p></p><p><em>Greater restoration</em> grants advantage on the Deadly Condition save.</p><p></p><p>Healing Feat or using a healing kit without the feat allows the creature to add Constitution bonus to their Deadly Condition saves. Healing feat with a healing kit acts like <em>lesser restoration</em>.</p><p></p><p>This all serves to make the game grittier, allow bad things from critical hits, etc., but without being an outright save or die, all while using existing 5e mechanics.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6973108, member: 6778044"] 1) They didn't leverage the Exhaustion Track enough. 2) They didn't leverage the Death Saves enough. The exhaustion track is a great incremental list of bad stuff that lives outside of the hit point structure and can provide long-term consequences. I renamed it the Condition Track. The Death Saves mechanic puts a variable amount of time with a chance of success or failure as a gate to very bad stuff. I renamed it Deadly Condition saving throw. Some examples: [B]Fatigue[/B] (uses Condition Track, can recover one level after a short rest) [B]Exhaustion[/B] (uses Condition Track, recover as written) [B]Injuries[/B] (uses Condition Track, recover using Deadly Condition saves, one try per day) [B]Falling Damage[/B] (uses Condition Track, can cause injuries) [B]Ability Damage[/B] (uses Deadly Condition saves, one try per day, 3 failures is permanent loss of that point of ability damage). Disease (uses Condition Track, daily Deadly Condition saves). I've also modified healing magic to make them more deadly. [I]Lesser restoration[/I] must be cast before the Deadly Condition saving throw. If that save is a failure, then it is negated. It's not counted as a success or failure. This has the effect of extending the deadly condition, but doesn't worsen it nor make it better. [I]Greater restoration[/I] grants advantage on the Deadly Condition save. Healing Feat or using a healing kit without the feat allows the creature to add Constitution bonus to their Deadly Condition saves. Healing feat with a healing kit acts like [I]lesser restoration[/I]. This all serves to make the game grittier, allow bad things from critical hits, etc., but without being an outright save or die, all while using existing 5e mechanics. [/QUOTE]
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