Keaggan
Game Master
I'm making some adjustments to some rules to the game. How I do not want to implement them before I have a chance to get some feedback. I know there are many experienced D&D5e GMs in here so I'd like to hear from all of you. A Quick FYI, I run my games where the PCs can only get a long rest from specials Inns and short rests from 8 hours of sleep. Knowing that here are my alternative rule changes when someone drops to 0 HP.
0 HP & Healing
When you drop to 0 HP roll Death Saves as normal. However, now the numbers are split 1-10 fail & 11-20 succeed, making it a fair 50/50 chance. Nat 1 equals 2 fails, and a nat 20 equals 2 successes. You keep rolling once per round until you either have 3 successes or 3 failures. 3 successes without any outside help mean you are stable but won't wake up on your own for 1d4 hours. 3 failures, and you find yourself in the long dark. Perhaps you can be awakened again….?
Lasting Effects: If you are wake up through healing, successful saves, or brought back with Revivify, the toll on your body is lasting. For every round, you are down, including the first one that you dropped to 0 HP roll 2d6. The first d6 will determine which attribute, and the second d6 is how much that attribute has been reduced. Every 8 hours of rest, you gain back 1 point. Long rest will restore 2 points. Ex. You roll 2d6 and get [2] [4]. Your Dexterity would be lowered by 4. This means if you are downed for 3 rounds, you will roll 2d6 3 times. The same attribute may be lowered multiple times.
Magical Healing: If you cast a spell or use a magic healing potion on someone that was downed, they get advantage on their Death Save. If they succeed, they get 1HP and wake up. If they fail, the death spiral continues.
Healer's Kit: You may attempt to assist someone downed with a Healer's Kit. Roll a Medicine check DC 10. A success gives them advantage on their Death Save. A failure does nothing. The Healer's Kit is used up when the target no longer is rolling Death Saves.
0 HP & Healing
When you drop to 0 HP roll Death Saves as normal. However, now the numbers are split 1-10 fail & 11-20 succeed, making it a fair 50/50 chance. Nat 1 equals 2 fails, and a nat 20 equals 2 successes. You keep rolling once per round until you either have 3 successes or 3 failures. 3 successes without any outside help mean you are stable but won't wake up on your own for 1d4 hours. 3 failures, and you find yourself in the long dark. Perhaps you can be awakened again….?
Lasting Effects: If you are wake up through healing, successful saves, or brought back with Revivify, the toll on your body is lasting. For every round, you are down, including the first one that you dropped to 0 HP roll 2d6. The first d6 will determine which attribute, and the second d6 is how much that attribute has been reduced. Every 8 hours of rest, you gain back 1 point. Long rest will restore 2 points. Ex. You roll 2d6 and get [2] [4]. Your Dexterity would be lowered by 4. This means if you are downed for 3 rounds, you will roll 2d6 3 times. The same attribute may be lowered multiple times.
Magical Healing: If you cast a spell or use a magic healing potion on someone that was downed, they get advantage on their Death Save. If they succeed, they get 1HP and wake up. If they fail, the death spiral continues.
Healer's Kit: You may attempt to assist someone downed with a Healer's Kit. Roll a Medicine check DC 10. A success gives them advantage on their Death Save. A failure does nothing. The Healer's Kit is used up when the target no longer is rolling Death Saves.