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Death and dying houserule
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<blockquote data-quote="Lanefan" data-source="post: 7044934" data-attributes="member: 29398"><p>This looks like a bug in the system to me. Quick fix: either jump up the level or the gp cost of Revivify by a whole bunch, so the exhaustion removal becomes a flat-out better option.</p><p></p><p>Thinking more generally: one way to eliminate or greatly reduce "whack-a-mole" would be to somehow curtail or nearly eliminate in-combat healing. Instead of having it as just another fact of combat, make in-combat healing dangerous, risky, and therefore exciting to try; and if nobody wants to risk it then if you're down, you're down until the battle's over. Problem is, 5e seems to expect in-combat healing as a fact of life...grumble grumble dumb design...OK, on to plan B.</p><p></p><p>Plan B might be to make it that if you hit 0 and survive you need at least a short rest before continuing; until then you are provisionally at 1 h.p., cannot go higher (you are "incurable"), and on taking any strenuous action you risk passing out from the strain; if you die and are revived the same incurability applies until you've had a long rest (or two, or three?). Yes this might shorten a few adventuring days now and then, but if you're getting beat up this badly you probably want to call it a day anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7044934, member: 29398"] This looks like a bug in the system to me. Quick fix: either jump up the level or the gp cost of Revivify by a whole bunch, so the exhaustion removal becomes a flat-out better option. Thinking more generally: one way to eliminate or greatly reduce "whack-a-mole" would be to somehow curtail or nearly eliminate in-combat healing. Instead of having it as just another fact of combat, make in-combat healing dangerous, risky, and therefore exciting to try; and if nobody wants to risk it then if you're down, you're down until the battle's over. Problem is, 5e seems to expect in-combat healing as a fact of life...grumble grumble dumb design...OK, on to plan B. Plan B might be to make it that if you hit 0 and survive you need at least a short rest before continuing; until then you are provisionally at 1 h.p., cannot go higher (you are "incurable"), and on taking any strenuous action you risk passing out from the strain; if you die and are revived the same incurability applies until you've had a long rest (or two, or three?). Yes this might shorten a few adventuring days now and then, but if you're getting beat up this badly you probably want to call it a day anyway. :) Lanefan [/QUOTE]
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