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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Deadlier combat
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<blockquote data-quote="clsawyer0328" data-source="post: 8071305" data-attributes="member: 7025911"><p>I’ve Thoughts shoot this long and hard; here’s what I’ve implemented at my table:</p><p></p><p></p><p>“Disabled, Dying, Death</p><p></p><p>When you fall to 0 hp, you do not fall unconscious. Instead, you are Disabled. While Disabled, your speed is halved and you can take either a Standard Action or a Quick Action on your turn. If you take your Attack Action, cast a Spell, or do any other strenuous activity (as determined by the DM), you fall Unconscious at the end of your turn and are Dying. If you take any damage while you are Disabled, you immediately fall Unconscious and are Dying.</p><p></p><p>Dying</p><p></p><p>At the start of your turn while Dying, you have to make a Death Saving Throw. You do not add any modifier to this roll, except what may be given by magic or some other source such as Bardic Inspiration. On a roll of 10 to 19, nothing happens. On a roll of 9 or below, you take a point of Exhaustion; or two if you roll a 1. On a roll of 20 or above, you are Stable and can spend a Hit Die, regaining consciousness if you do so. If you do not spend a Hit Die, you become Stable, but nothing else happens. If you take any damage while you are Dying, you suffer a Level of Exhaustion, or two if from a Critical Hit.”</p><p></p><p>This integrates Exhaustion and Hit Dice better into the game. It also creates a state where players know that they’re in danger. Now, instead of the Cleric having to save their Bonus Action for Healing Word, the other characters have a signal that lets them know that they need to play defensively. The Disabled Condition also allows the characters to take whatever actions they can to heal themselves with no issue; it only imposes penalties on offense. Even so, there is still the chance that the PC can have a heroic last stand. The Fighter can decide to hooks the bridge while everyone else flees, taking their Attack Action and Action Surge to do as much damage as possible knowing that they’ll start Dying at the end of their turn.</p><p></p><p>I also combine this with a rule that allows the players to heal themselves thru Healing Surges or Bonus Action Health Potions, so that they have some stuff they can do when separated from the healer or when there is no main healer.</p></blockquote><p></p>
[QUOTE="clsawyer0328, post: 8071305, member: 7025911"] I’ve Thoughts shoot this long and hard; here’s what I’ve implemented at my table: “Disabled, Dying, Death When you fall to 0 hp, you do not fall unconscious. Instead, you are Disabled. While Disabled, your speed is halved and you can take either a Standard Action or a Quick Action on your turn. If you take your Attack Action, cast a Spell, or do any other strenuous activity (as determined by the DM), you fall Unconscious at the end of your turn and are Dying. If you take any damage while you are Disabled, you immediately fall Unconscious and are Dying. Dying At the start of your turn while Dying, you have to make a Death Saving Throw. You do not add any modifier to this roll, except what may be given by magic or some other source such as Bardic Inspiration. On a roll of 10 to 19, nothing happens. On a roll of 9 or below, you take a point of Exhaustion; or two if you roll a 1. On a roll of 20 or above, you are Stable and can spend a Hit Die, regaining consciousness if you do so. If you do not spend a Hit Die, you become Stable, but nothing else happens. If you take any damage while you are Dying, you suffer a Level of Exhaustion, or two if from a Critical Hit.” This integrates Exhaustion and Hit Dice better into the game. It also creates a state where players know that they’re in danger. Now, instead of the Cleric having to save their Bonus Action for Healing Word, the other characters have a signal that lets them know that they need to play defensively. The Disabled Condition also allows the characters to take whatever actions they can to heal themselves with no issue; it only imposes penalties on offense. Even so, there is still the chance that the PC can have a heroic last stand. The Fighter can decide to hooks the bridge while everyone else flees, taking their Attack Action and Action Surge to do as much damage as possible knowing that they’ll start Dying at the end of their turn. I also combine this with a rule that allows the players to heal themselves thru Healing Surges or Bonus Action Health Potions, so that they have some stuff they can do when separated from the healer or when there is no main healer. [/QUOTE]
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