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General Tabletop Discussion
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"Combat exhaustion" at 0 hp?
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<blockquote data-quote="Blue" data-source="post: 8207150" data-attributes="member: 20564"><p>I can understand how gritty doesn't want that - we had a problem with it back in the 80s with Champions where heroes would just get back up. They had a different solution which was that at a certain amount of negative you were down until the end of combat. In D&D, that would help address the whack-a-mole while giving a greater buffer against someone getting screwed by bad luck like a mighty crit. Perhaps reinstate negative HPs, so small amount of healing will not stand characters back up - if they have been hit hard, it takes substantial healing and they will still only have a few HPs positive and be vulnerable to getting knocked back down.</p><p></p><p></p><p>I do the same, plus tactical foes will do focus fire. Though I often have predators often go for the target that they are engaged with that hurt them the most recently, with a preference for continuing on whomever they are attacking. Oh, and ravagers like ghouls will continue to go after fallen PCs which makes them very nasty.</p><p></p><p></p><p>Thumbs up there. That addresses my third point. At times it feels like this keeps coming up in this exact style because Exhaustion is there and it seems like a great thing to hook into. But never have I seen one of these start with "I have chosen the Exhaustion mechanic because I have looked at the penalties and they are what I feel is appropriate for getting reduced to zero HPs".</p><p></p><p>Though as one other user has pointed out, the penalties seem to be focused primarily on physical and mental and casting. I can tell you that when very tired or when in a lot of pain, I can't concentrate or focus very well, Since it mimics both real life and balance between classes, I would absolutely add in more caster and mental effects. That is literally all benefit and no downside.</p></blockquote><p></p>
[QUOTE="Blue, post: 8207150, member: 20564"] I can understand how gritty doesn't want that - we had a problem with it back in the 80s with Champions where heroes would just get back up. They had a different solution which was that at a certain amount of negative you were down until the end of combat. In D&D, that would help address the whack-a-mole while giving a greater buffer against someone getting screwed by bad luck like a mighty crit. Perhaps reinstate negative HPs, so small amount of healing will not stand characters back up - if they have been hit hard, it takes substantial healing and they will still only have a few HPs positive and be vulnerable to getting knocked back down. I do the same, plus tactical foes will do focus fire. Though I often have predators often go for the target that they are engaged with that hurt them the most recently, with a preference for continuing on whomever they are attacking. Oh, and ravagers like ghouls will continue to go after fallen PCs which makes them very nasty. Thumbs up there. That addresses my third point. At times it feels like this keeps coming up in this exact style because Exhaustion is there and it seems like a great thing to hook into. But never have I seen one of these start with "I have chosen the Exhaustion mechanic because I have looked at the penalties and they are what I feel is appropriate for getting reduced to zero HPs". Though as one other user has pointed out, the penalties seem to be focused primarily on physical and mental and casting. I can tell you that when very tired or when in a lot of pain, I can't concentrate or focus very well, Since it mimics both real life and balance between classes, I would absolutely add in more caster and mental effects. That is literally all benefit and no downside. [/QUOTE]
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"Combat exhaustion" at 0 hp?
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