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General Tabletop Discussion
*Dungeons & Dragons
Death isn't deadly enough
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<blockquote data-quote="delericho" data-source="post: 6674739" data-attributes="member: 22424"><p>This is by design. They felt it was better to present a less deadly baseline that groups could then adjust, rather than presenting a much more deadly baseline that would frustrate players. </p><p></p><p></p><p></p><p>Pretty much. Personally, I wouldn't have a PC at 0 hit points be <em>unconscious</em>, but rather simply <em>out of action</em> - like Boromir at the end of "Fellowship of the Ring".</p><p></p><p></p><p></p><p>The simplest way is to have healing work slowly - magical healing stabilises you immediately, but you don't actually regain the hit points until a minute has passed (or whatever). That way, dropping to 0 effectively takes you out of the combat.</p><p></p><p>(But be wary - this means that if the Fighter goes down due to a freak set of dice rolls, the encounter could go south <em>very</em> quickly, because it means that the rest of the party <em>can't</em> get him back in the fight.)</p><p></p><p>The suggestion of having a drop to 0 impose a level of exhaustion is probably a better one, or you could have it impose disadvantage on attack rolls for X rounds.</p><p></p><p>One other option is to revert back to the 3e rules for death and dying: count negative hit points, and have PCs die at -10. This means that they need to be a bit more wary of dropping to 0 (as they'll burn through that buffer quite quickly), and also means that minor healing may not be enough (if you're at -5 and get healed for 4, you're now not dying but you're still at -1 and so unconscious). That wouldn't be my preferred approach, though - indeed, I stopped using those rules even for 3e. <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></blockquote><p></p>
[QUOTE="delericho, post: 6674739, member: 22424"] This is by design. They felt it was better to present a less deadly baseline that groups could then adjust, rather than presenting a much more deadly baseline that would frustrate players. Pretty much. Personally, I wouldn't have a PC at 0 hit points be [i]unconscious[/i], but rather simply [i]out of action[/i] - like Boromir at the end of "Fellowship of the Ring". The simplest way is to have healing work slowly - magical healing stabilises you immediately, but you don't actually regain the hit points until a minute has passed (or whatever). That way, dropping to 0 effectively takes you out of the combat. (But be wary - this means that if the Fighter goes down due to a freak set of dice rolls, the encounter could go south [i]very[/i] quickly, because it means that the rest of the party [i]can't[/i] get him back in the fight.) The suggestion of having a drop to 0 impose a level of exhaustion is probably a better one, or you could have it impose disadvantage on attack rolls for X rounds. One other option is to revert back to the 3e rules for death and dying: count negative hit points, and have PCs die at -10. This means that they need to be a bit more wary of dropping to 0 (as they'll burn through that buffer quite quickly), and also means that minor healing may not be enough (if you're at -5 and get healed for 4, you're now not dying but you're still at -1 and so unconscious). That wouldn't be my preferred approach, though - indeed, I stopped using those rules even for 3e. :) [/QUOTE]
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Death isn't deadly enough
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