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*Dungeons & Dragons
Death isn't deadly enough
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<blockquote data-quote="transcendantviewer" data-source="post: 6675408" data-attributes="member: 6762655"><p>I just like to see hit points as an abstraction. They represent your vigor in a fight; the less you have, the closer you are to actually getting knocked down by a devastating hit. Every attack that "Hits" you instead is more absorbed by your armor, leaves flesh wounds, and just tires you out, but the last one - the one that actually puts you on the ground in a bloody stupor - that's the one that hit home. Magical healing acts to repair the damage and bring you back from the brink of death. It's magic. It does that. I'd say just impose some sort of penalty at some junctures, like when a creature is reduced to half health, have its speed cut in half and impose a -2 to its attack rolls and ability checks. Do this for every creature, not just PCs. It makes the damage look and act like it's wearing on them. When they get down to 25% health, tack on a Dexterity Score Penalty that goes away when they get beyond this point. When they're at about 5% or less health, have attacks against them gain advantage, as they're virtually barely moving. Then, when they drop to 0, have them start making death saves. Apply Death Saving Throws to all creatures, not just PCs. (If a creature states that something happens when it's reduced to 0, have that happen instead.) I find that this will make the players start to think tactically and really fear their opponents, as well as give them some cues as to what their opponents are actually feeling.</p></blockquote><p></p>
[QUOTE="transcendantviewer, post: 6675408, member: 6762655"] I just like to see hit points as an abstraction. They represent your vigor in a fight; the less you have, the closer you are to actually getting knocked down by a devastating hit. Every attack that "Hits" you instead is more absorbed by your armor, leaves flesh wounds, and just tires you out, but the last one - the one that actually puts you on the ground in a bloody stupor - that's the one that hit home. Magical healing acts to repair the damage and bring you back from the brink of death. It's magic. It does that. I'd say just impose some sort of penalty at some junctures, like when a creature is reduced to half health, have its speed cut in half and impose a -2 to its attack rolls and ability checks. Do this for every creature, not just PCs. It makes the damage look and act like it's wearing on them. When they get down to 25% health, tack on a Dexterity Score Penalty that goes away when they get beyond this point. When they're at about 5% or less health, have attacks against them gain advantage, as they're virtually barely moving. Then, when they drop to 0, have them start making death saves. Apply Death Saving Throws to all creatures, not just PCs. (If a creature states that something happens when it's reduced to 0, have that happen instead.) I find that this will make the players start to think tactically and really fear their opponents, as well as give them some cues as to what their opponents are actually feeling. [/QUOTE]
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Death isn't deadly enough
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