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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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<blockquote data-quote="OB1" data-source="post: 7230469" data-attributes="member: 6796241"><p>Yes but doing so will take at least two days (one long rest per 24 hours) and assumes that there is no combat or other challenge that might require those resources during those days. The extended rest concept is meant to force attrition during multi day journey's where there is a constant set of danger. Use all of your resources on healing, and you are making the challenges more difficult and potentially starting a vicious cycle of needing even more healing. </p><p></p><p></p><p></p><p>That's an interesting concept. Might consider allowing HD to be traded for Bardic Inspiration Die or Superiority Die. Probably at a 2:1 ratio though. </p><p></p><p></p><p></p><p>It was thinking about how Inspiring Leader would react with these rule changes that led me to banning Temp hit points.</p><p></p><p>I like the concept of not having just a flat 7 days but am thinking about a slightly different implementation. Since Mortal Wounds are caused by failing any Death Save (not just the one that brought you to 0) so the number you fell below 0 wouldn't apply in all cases. What if, starting at day 5 of the extended rest, you start making DC 10 Heal checks once a day, needing 3 in a row to cure each Mortal Wound. That would mean a minimum of 7 days for 1 and 10 days if you had 2 (with 3 you would be dead). You could of course also still try the DC 20 Heal Check to rid the wound in a single night, but failure on that would mean starting the extended rest over.</p></blockquote><p></p>
[QUOTE="OB1, post: 7230469, member: 6796241"] Yes but doing so will take at least two days (one long rest per 24 hours) and assumes that there is no combat or other challenge that might require those resources during those days. The extended rest concept is meant to force attrition during multi day journey's where there is a constant set of danger. Use all of your resources on healing, and you are making the challenges more difficult and potentially starting a vicious cycle of needing even more healing. That's an interesting concept. Might consider allowing HD to be traded for Bardic Inspiration Die or Superiority Die. Probably at a 2:1 ratio though. It was thinking about how Inspiring Leader would react with these rule changes that led me to banning Temp hit points. I like the concept of not having just a flat 7 days but am thinking about a slightly different implementation. Since Mortal Wounds are caused by failing any Death Save (not just the one that brought you to 0) so the number you fell below 0 wouldn't apply in all cases. What if, starting at day 5 of the extended rest, you start making DC 10 Heal checks once a day, needing 3 in a row to cure each Mortal Wound. That would mean a minimum of 7 days for 1 and 10 days if you had 2 (with 3 you would be dead). You could of course also still try the DC 20 Heal Check to rid the wound in a single night, but failure on that would mean starting the extended rest over. [/QUOTE]
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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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