Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6th edition - What do you want to see?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7802556" data-attributes="member: 29398"><p>Bloodied. Best mechanic 4e gave us, and it's not even close: a mechanical reflection of how a creature might change as it gets more and more hurt.</p><p></p><p>And the 'bloodied' condition doesn't always have to kick in at strictly half a creature's h.p. total. It could happen as soon as the creature is damaged at all; or not until the creature is close to death...each one could be different. But the idea of a creature gaining (or losing!) abilities as its health gets worse is excellent.</p><p></p><p>As long as it doesn't have (1) non-magical and-or (2) ranged healing, as those concepts do need to die in a fire.</p><p></p><p>A fire which I'd be quite happy to light. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The problem there with stealth is that no set of rules can possibly cover every situation that's going to arise during play at any given table (never mind every table!), so either the in-play situations have be unrealistically shoehorned to fit the rules somehow or the stealth rules have to be 58 pages long.</p><p></p><p>On this, however, you have my absolute support and agreement!</p><p></p><p>And if they don't bring back negative h.p., another answer is some sort of rule or system that severely limits what you can do for the first few rounds after being cured up from 0. Maybe a scaled and unmodified die roll, something like:</p><p></p><p>1-2 - you remain prone and cannot rise. You are defenseless.</p><p>3-5 - you remain prone and cannot rise; you get the benefits of your defenses, and attacks against you have advantage. You can do nothing other than defend.</p><p>6-10 - you can move at 1/4 rate, all attacks are at disadvantage, melee attacks against you have advantage, you have no reaction or bonus action this round, and you cannot cast spells of any kind (but can activate or use devices)</p><p>11-15 - you can move at 1/2 rate, you can cast a spell or activate or use a device, but you have no reaction or bonus action this round</p><p>16-20 - you are fully functional and can act as usual.</p><p></p><p>So if you got cured from 0 you'd roll against this table each round, at +1 for each previous roll, until you got into the 16-20 range; and a subsequent roll cannot make your situation worse (e.g. if you roll 12 in the first round of recovery then roll 1 in the second round, the 1 is ignored as your situation cannot get worse) until and unless you get hit back down to 0 again, which starts this process over.</p><p></p><p>Note this is an off-the-cuff shot at this; were I designing it for real it'd be a lot more granular - probably a different condition for each number below 16.</p><p></p><p>I don't mind magic being more abundant as long as it's also made more fragile.</p><p></p><p>As for "TPK fests" - this rather goes against what I most often hear about 5e, that it's too forgiving on the PCs.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7802556, member: 29398"] Bloodied. Best mechanic 4e gave us, and it's not even close: a mechanical reflection of how a creature might change as it gets more and more hurt. And the 'bloodied' condition doesn't always have to kick in at strictly half a creature's h.p. total. It could happen as soon as the creature is damaged at all; or not until the creature is close to death...each one could be different. But the idea of a creature gaining (or losing!) abilities as its health gets worse is excellent. As long as it doesn't have (1) non-magical and-or (2) ranged healing, as those concepts do need to die in a fire. A fire which I'd be quite happy to light. :) The problem there with stealth is that no set of rules can possibly cover every situation that's going to arise during play at any given table (never mind every table!), so either the in-play situations have be unrealistically shoehorned to fit the rules somehow or the stealth rules have to be 58 pages long. On this, however, you have my absolute support and agreement! And if they don't bring back negative h.p., another answer is some sort of rule or system that severely limits what you can do for the first few rounds after being cured up from 0. Maybe a scaled and unmodified die roll, something like: 1-2 - you remain prone and cannot rise. You are defenseless. 3-5 - you remain prone and cannot rise; you get the benefits of your defenses, and attacks against you have advantage. You can do nothing other than defend. 6-10 - you can move at 1/4 rate, all attacks are at disadvantage, melee attacks against you have advantage, you have no reaction or bonus action this round, and you cannot cast spells of any kind (but can activate or use devices) 11-15 - you can move at 1/2 rate, you can cast a spell or activate or use a device, but you have no reaction or bonus action this round 16-20 - you are fully functional and can act as usual. So if you got cured from 0 you'd roll against this table each round, at +1 for each previous roll, until you got into the 16-20 range; and a subsequent roll cannot make your situation worse (e.g. if you roll 12 in the first round of recovery then roll 1 in the second round, the 1 is ignored as your situation cannot get worse) until and unless you get hit back down to 0 again, which starts this process over. Note this is an off-the-cuff shot at this; were I designing it for real it'd be a lot more granular - probably a different condition for each number below 16. I don't mind magic being more abundant as long as it's also made more fragile. As for "TPK fests" - this rather goes against what I most often hear about 5e, that it's too forgiving on the PCs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6th edition - What do you want to see?
Top