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Correcting ripple effects of slow resting variant
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7994795" data-attributes="member: 6871653"><p>I'm planning to playtest a different rule once I get to play again.</p><p></p><p>Rules:</p><p></p><p><strong>Harder death saves</strong>: Death save are made against a DC 10 or half the damage that took the character to 0 hp or less, whichever is higher. The DC increase +1 every time the character drops to 0 hp or less between long rests.</p><p></p><p><strong>Healing kit dependency</strong>: Healing on a short rest with HDs requires 1 use of a healer's kit. You need to spend 1 use of an healer's kit to make a medicine check against the same DC as the target's death save DC when you try to stabilize them.</p><p></p><p><strong>Long rests</strong>. Certain elements can make a long rest more difficult; the player must make a CON check at the end of the rest to see if the character recovers from his injuries. If more than one of its situations is applicable, the roll is made with a disadvantage against the highest DC. Having the proper equipment to make a comfortable camp in the wilderness can give advantage on the check.</p><p></p><ul> <li data-xf-list-type="ul">Sleeping in armor or with a "Poor" standard of living requires a Constitution check for a DC of 10.</li> <li data-xf-list-type="ul">Sleeping in a difficult climate, poor weather or harsh cold or with a "Squalid" standard of living requires a Constitution roll against a DC of 13.</li> <li data-xf-list-type="ul">Sleeping when poisoned, diseased or with a "Wretched" standard of living requires a Constitution check for a DC of 15.</li> <li data-xf-list-type="ul">Sleeping in a dangerous place such as deep wilderness, a dungeon or haunted crypt requires a Constitution check against a DC of 17.</li> </ul><p></p><p>A failed roll means the character is not considered to have slept that day when it comes to exhaustion from sleep deprivation.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7994795, member: 6871653"] I'm planning to playtest a different rule once I get to play again. Rules: [B]Harder death saves[/B]: Death save are made against a DC 10 or half the damage that took the character to 0 hp or less, whichever is higher. The DC increase +1 every time the character drops to 0 hp or less between long rests. [B]Healing kit dependency[/B]: Healing on a short rest with HDs requires 1 use of a healer's kit. You need to spend 1 use of an healer's kit to make a medicine check against the same DC as the target's death save DC when you try to stabilize them. [B]Long rests[/B]. Certain elements can make a long rest more difficult; the player must make a CON check at the end of the rest to see if the character recovers from his injuries. If more than one of its situations is applicable, the roll is made with a disadvantage against the highest DC. Having the proper equipment to make a comfortable camp in the wilderness can give advantage on the check. [LIST] [*]Sleeping in armor or with a "Poor" standard of living requires a Constitution check for a DC of 10. [*]Sleeping in a difficult climate, poor weather or harsh cold or with a "Squalid" standard of living requires a Constitution roll against a DC of 13. [*]Sleeping when poisoned, diseased or with a "Wretched" standard of living requires a Constitution check for a DC of 15. [*]Sleeping in a dangerous place such as deep wilderness, a dungeon or haunted crypt requires a Constitution check against a DC of 17. [/LIST] A failed roll means the character is not considered to have slept that day when it comes to exhaustion from sleep deprivation. [/QUOTE]
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Correcting ripple effects of slow resting variant
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