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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Deadlier combat
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<blockquote data-quote="ThatGuySteve" data-source="post: 8063860" data-attributes="member: 7025775"><p>Makes dying a bit more complex and a bigger drain on party resources. Would you die after reaching a certain negative score (-10 in 3E, - constitution score in Pathfinder)? Healer might need to spend multiple spells slots and multiple actions to bring someone back, stopping that player doing something more fun. </p><p></p><p>I don't necessarily want to make it harder to get back in the fight. Being unconscious for multiple rounds is not a fun player experience. I just want to see longer term consequences for it. </p><p></p><p></p><p>I think it would be hard to remove ranged healing but keep Level Up compatible with basic 5E, there are too many effects which already exist that would need to be rewritten. Healing Word, Mass Cure Wounds, Celestial warlock healing ability and Divine Soul sorcerer with the reach meta magic to name a few of the top of my head.</p><p></p><p>Staying alive for X rounds sounds less deadly to me, especially rolling 2d6. Most combats don't last long, many are only a couple of rounds. If you rolled to determine how long you last if you roll high the party will know you can just wait out the clock and heal you with 1 round to spare. At least Death Saves added randomness round by round.</p><p></p><p>Capping how many hit points you can heal would just encourage more short rests, or if you are on the clock, force you to effectively sit out the next fight rather than risk coming in with 3hp.</p><p></p><p>A separate track from hit points balances deadlines over a series of fights, but still allows you to be effective in each. It could also be easily ignored if a group wanted a more cinematic style game than gritty, just decide are we trading wounds or not, the rest of the game plays the same regardless.</p></blockquote><p></p>
[QUOTE="ThatGuySteve, post: 8063860, member: 7025775"] Makes dying a bit more complex and a bigger drain on party resources. Would you die after reaching a certain negative score (-10 in 3E, - constitution score in Pathfinder)? Healer might need to spend multiple spells slots and multiple actions to bring someone back, stopping that player doing something more fun. I don't necessarily want to make it harder to get back in the fight. Being unconscious for multiple rounds is not a fun player experience. I just want to see longer term consequences for it. I think it would be hard to remove ranged healing but keep Level Up compatible with basic 5E, there are too many effects which already exist that would need to be rewritten. Healing Word, Mass Cure Wounds, Celestial warlock healing ability and Divine Soul sorcerer with the reach meta magic to name a few of the top of my head. Staying alive for X rounds sounds less deadly to me, especially rolling 2d6. Most combats don't last long, many are only a couple of rounds. If you rolled to determine how long you last if you roll high the party will know you can just wait out the clock and heal you with 1 round to spare. At least Death Saves added randomness round by round. Capping how many hit points you can heal would just encourage more short rests, or if you are on the clock, force you to effectively sit out the next fight rather than risk coming in with 3hp. A separate track from hit points balances deadlines over a series of fights, but still allows you to be effective in each. It could also be easily ignored if a group wanted a more cinematic style game than gritty, just decide are we trading wounds or not, the rest of the game plays the same regardless. [/QUOTE]
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