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D&D5e Dropping to 0 HP Alt Rules
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<blockquote data-quote="NotAYakk" data-source="post: 8273541" data-attributes="member: 72555"><p>In 5e, a beefy tank character adds to the group's ability to take hits over a day.</p><p></p><p>In your rules, they are nothing but a small buffer on healing magic.</p><p></p><p>A cleric or paladin makes a ridiculously better tank than a fighter. For any given party, adding a Fighter adds less ability to deal with monster hits than adding a Paladin, which is less than adding a Cleric.</p><p></p><p>Bearbarians remain not that bad, due to resistance doubling healing magic. But only after you have at least 1 strong healer, maybe 2; 2xsmall is small, and 2x1 (double effectiveness, 1 healer) is no better than 1x2 (single effectiveness, 2 healers), and Barbarians lower AC means they aren't <em>quite</em> twice as easy to heal (as they get hit more for a given number of attacks).</p><p></p><p>... Have you considered just going to gritty rests?</p><p></p><p>(a) When it takes a week to regain your HP, you don't get better after an overnight.</p><p>(b) Overnight sleeps don't recover your HD, so healing is even slower than your model.</p><p>(c) Spell based healing isn't infinitely better than having a tough PC, but remains strong. It just isn't an infinite flow.</p><p>(d) Higher level characters don't take longer to heal up than low level characters.</p><p></p><p>You can also mix this with stuff that makes healing a bit better to encourage its use. Like: Exhaustion on going to 0 HP, you can expend a HD to boost a magical healing effect, cure wounds uses the higher of d8 or the target's expended HD.</p><p></p><p>You could also allow Exhaustion recovery on an overnight at the cost of a HD (trust me, that gets expensive).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8273541, member: 72555"] In 5e, a beefy tank character adds to the group's ability to take hits over a day. In your rules, they are nothing but a small buffer on healing magic. A cleric or paladin makes a ridiculously better tank than a fighter. For any given party, adding a Fighter adds less ability to deal with monster hits than adding a Paladin, which is less than adding a Cleric. Bearbarians remain not that bad, due to resistance doubling healing magic. But only after you have at least 1 strong healer, maybe 2; 2xsmall is small, and 2x1 (double effectiveness, 1 healer) is no better than 1x2 (single effectiveness, 2 healers), and Barbarians lower AC means they aren't [I]quite[/I] twice as easy to heal (as they get hit more for a given number of attacks). ... Have you considered just going to gritty rests? (a) When it takes a week to regain your HP, you don't get better after an overnight. (b) Overnight sleeps don't recover your HD, so healing is even slower than your model. (c) Spell based healing isn't infinitely better than having a tough PC, but remains strong. It just isn't an infinite flow. (d) Higher level characters don't take longer to heal up than low level characters. You can also mix this with stuff that makes healing a bit better to encourage its use. Like: Exhaustion on going to 0 HP, you can expend a HD to boost a magical healing effect, cure wounds uses the higher of d8 or the target's expended HD. You could also allow Exhaustion recovery on an overnight at the cost of a HD (trust me, that gets expensive). [/QUOTE]
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