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General Tabletop Discussion
*Dungeons & Dragons
Considering a little rule tweak
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<blockquote data-quote="ccooke" data-source="post: 7300142" data-attributes="member: 6695890"><p>I tend to run campaigns with a cadence - there are periods when the players tend to fight a few big threats and can mostly control when they rest, and there are periods of many small and large fights where controlling their resting is often impossible.</p><p></p><p>I want my players to be challenged, but I mostly want that to be a matter of player agency and attrition. To help foster that, I've been considering offering my players a new option: Burn two hit dice to automatically get the effect of a natural 20 on a death saving throw.</p><p></p><p>Since that only gets you up to 1hp, I suspect this will (if the situation is bad enough) mean that my players are likely to use a decent number of hit dice if one of the big small-number-of-encounter-per-days set pieces goes wrong, which will have a knock-on effect on the next time they need to enter a more dangerous phase (the transitions to which are only about half the time under their control).</p><p></p><p>I'm going to try this out on my lower-level parties (levels 4 and 5) where the cost is quite high. I'm posting here to see what people think about that for a higher level party. I *could* go with 1/3 of your maximum hit dice, rounded down (which would mean 1hd up to level 6), or keep it at two... </p><p></p><p>My highest level party have just hit level 9, and I won't be running a game for them until the new year. Plenty of time for canvassing opinions.</p><p></p><p>(Note: Yes, this isn't going to be an option for groups that think survivability is too high already - although I suspect this won't actually decrease the death rate in my games, because there is already a lot of pressure on hit dice in the dangerous phases)</p></blockquote><p></p>
[QUOTE="ccooke, post: 7300142, member: 6695890"] I tend to run campaigns with a cadence - there are periods when the players tend to fight a few big threats and can mostly control when they rest, and there are periods of many small and large fights where controlling their resting is often impossible. I want my players to be challenged, but I mostly want that to be a matter of player agency and attrition. To help foster that, I've been considering offering my players a new option: Burn two hit dice to automatically get the effect of a natural 20 on a death saving throw. Since that only gets you up to 1hp, I suspect this will (if the situation is bad enough) mean that my players are likely to use a decent number of hit dice if one of the big small-number-of-encounter-per-days set pieces goes wrong, which will have a knock-on effect on the next time they need to enter a more dangerous phase (the transitions to which are only about half the time under their control). I'm going to try this out on my lower-level parties (levels 4 and 5) where the cost is quite high. I'm posting here to see what people think about that for a higher level party. I *could* go with 1/3 of your maximum hit dice, rounded down (which would mean 1hd up to level 6), or keep it at two... My highest level party have just hit level 9, and I won't be running a game for them until the new year. Plenty of time for canvassing opinions. (Note: Yes, this isn't going to be an option for groups that think survivability is too high already - although I suspect this won't actually decrease the death rate in my games, because there is already a lot of pressure on hit dice in the dangerous phases) [/QUOTE]
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