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"Combat exhaustion" at 0 hp?
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<blockquote data-quote="Blue" data-source="post: 8205618" data-attributes="member: 20564"><p>1. A role in the party, tank/front line melee, is more likely to get attacked because they intentionally put themselves between foes and the other party members. Because combat can be swingy, with a couple of unfortunate crits against you or a failed saves they <em>will</em> go down. Here we have someone more likely to be penalized for playing al altruistic role where they defend others. <strong>That is against the style of play I want to engender.</strong></p><p></p><p>2. Is it their fault for going down, a healer's fault for not proactively healing them, a caster's fault for not buffing them or defbuffing/action denial on an enemy? D&D is a team game, yet the penalty is getting assigned most often to certain roles. <strong>This penalizes the wrong character often, or puts a team penalty on only one.</strong></p><p></p><p>3. The first level of exhaustion gives disadvantage on all ability checks. While there are some ability checks in combat, ability checks are by far the predominant way to mechanically interact with the other pillars of play besides combat. So the penalty for getting dropped in combat is to suck mechanically at everything that is not combat. <strong>So the penalty is completely inappropriate for what happened.</strong></p><p></p><p>So in the end you have penalizing the wrong character, penalizing them for playing with a play style where they enhance the team, and the penalty is of the wrong type for combat.</p><p></p><p>You need to fix all three to even have a rule that isn't wildly bad. For example, making a new track besides exhaustion that has combat penalties, or reworking the penalties from exhausion so the first level or two primarily affects combat would resolve the third. People just pick exhaustion because it exists.</p><p></p><p>Once all three of these have been fixed, then you have a rule you can compare to the current rule and see if it is better.</p></blockquote><p></p>
[QUOTE="Blue, post: 8205618, member: 20564"] 1. A role in the party, tank/front line melee, is more likely to get attacked because they intentionally put themselves between foes and the other party members. Because combat can be swingy, with a couple of unfortunate crits against you or a failed saves they [I]will[/I] go down. Here we have someone more likely to be penalized for playing al altruistic role where they defend others. [B]That is against the style of play I want to engender.[/B] 2. Is it their fault for going down, a healer's fault for not proactively healing them, a caster's fault for not buffing them or defbuffing/action denial on an enemy? D&D is a team game, yet the penalty is getting assigned most often to certain roles. [B]This penalizes the wrong character often, or puts a team penalty on only one.[/B] 3. The first level of exhaustion gives disadvantage on all ability checks. While there are some ability checks in combat, ability checks are by far the predominant way to mechanically interact with the other pillars of play besides combat. So the penalty for getting dropped in combat is to suck mechanically at everything that is not combat. [B]So the penalty is completely inappropriate for what happened.[/B] So in the end you have penalizing the wrong character, penalizing them for playing with a play style where they enhance the team, and the penalty is of the wrong type for combat. You need to fix all three to even have a rule that isn't wildly bad. For example, making a new track besides exhaustion that has combat penalties, or reworking the penalties from exhausion so the first level or two primarily affects combat would resolve the third. People just pick exhaustion because it exists. Once all three of these have been fixed, then you have a rule you can compare to the current rule and see if it is better. [/QUOTE]
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