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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Deadlier combat
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<blockquote data-quote="DND_Reborn" data-source="post: 8063903" data-attributes="member: 6987520"><p>First, we play death saves cancel out. So, if you have a failure, and then a success, you are "even". If you have two successes, and roll a failure, you have only one success, and so on. If you think of them as a series of +1 and -1 instead of success and failure, you need to reach +3 to stabilize and at -3 you die.</p><p></p><p></p><p></p><p>We've been playing death saves only reset after a long rest since the beginning of 5E (nearly 2 years for us). So, if you have 1 failed death save when you are stabilized, you keep it if you go to 0 again. Makes combat more cautious.</p><p></p><p></p><p></p><p>We've been doing this for well over a year. It works fine and doesn't cause a 5MWD as people might think. We often have PCs running around with 1 or even 2 levels of exhaustion during a deep dungeon crawl, etc. It keeps PCs aware that "too much" can really be too much.</p><p></p><p>Finally, we've tried different "wound" systems and rules on critical hits, etc. and found for the most part they are too much of hassle to track and too fiddly. I am still working on an option were instead of a separate mechanic "wounds" exhaustion will take its place.</p><p></p><p>Decreasing HP is also a good way to easily make combat more deadly if you want to. You can award CON mod at level 1 only, for example.</p><p></p><p>EDIT: Oh, I forgot to mention we have Death Saves as a DC 15 Constitution check. So, the DC is much higher, but it is affected by your CON mod. This way you can remove HP from CON but CON is still very important.</p><p></p><p>Also, Wisdom (Medicine) checks to stabilize are <em>always </em>required (not simply spending a use of a healer's kit). The DC equals 10 + 5 per failed death save (and -5 per successful death save). If you attempt to stabilize without a healer's kit, the check has disadvantage.</p><p></p><p>CON also grants buffer levels of exhaustion, so it is also very important that way. Here is a screen shot of part of our character sheets:</p><p>[ATTACH=full]124702[/ATTACH]</p><p>As you can see, the CON column of exhaustion is used for tracking the buffer or "no penalty" levels of exhaustion. So, if you have a CON +2 mod, you can suffer two levels of exhaustion before the next level will cause ability check disadvantage.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8063903, member: 6987520"] First, we play death saves cancel out. So, if you have a failure, and then a success, you are "even". If you have two successes, and roll a failure, you have only one success, and so on. If you think of them as a series of +1 and -1 instead of success and failure, you need to reach +3 to stabilize and at -3 you die. We've been playing death saves only reset after a long rest since the beginning of 5E (nearly 2 years for us). So, if you have 1 failed death save when you are stabilized, you keep it if you go to 0 again. Makes combat more cautious. We've been doing this for well over a year. It works fine and doesn't cause a 5MWD as people might think. We often have PCs running around with 1 or even 2 levels of exhaustion during a deep dungeon crawl, etc. It keeps PCs aware that "too much" can really be too much. Finally, we've tried different "wound" systems and rules on critical hits, etc. and found for the most part they are too much of hassle to track and too fiddly. I am still working on an option were instead of a separate mechanic "wounds" exhaustion will take its place. Decreasing HP is also a good way to easily make combat more deadly if you want to. You can award CON mod at level 1 only, for example. EDIT: Oh, I forgot to mention we have Death Saves as a DC 15 Constitution check. So, the DC is much higher, but it is affected by your CON mod. This way you can remove HP from CON but CON is still very important. Also, Wisdom (Medicine) checks to stabilize are [I]always [/I]required (not simply spending a use of a healer's kit). The DC equals 10 + 5 per failed death save (and -5 per successful death save). If you attempt to stabilize without a healer's kit, the check has disadvantage. CON also grants buffer levels of exhaustion, so it is also very important that way. Here is a screen shot of part of our character sheets: [ATTACH type="full" alt="1597406874949.png"]124702[/ATTACH] As you can see, the CON column of exhaustion is used for tracking the buffer or "no penalty" levels of exhaustion. So, if you have a CON +2 mod, you can suffer two levels of exhaustion before the next level will cause ability check disadvantage. [/QUOTE]
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