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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: 7231483" data-attributes="member: 6796241"><p>That definitely works for simpler, it's either 7 days with a single mortal wound or 10 days with two (3 of course and you are dead).</p><p></p><p>The reason that I don't like the number of HP below 0 to reflect into the number is that I think of HP almost strictly as Stamina Points reflecting the ability to resist pain and keep your guard up. That's why it reflects in the DC of the death save on the initial hit that brings you down to 0. The Mortal Wounds from failed death saves are the only real damage to the body being done, and thus need extended periods of rest, magic like greater restoration, or risky field surgery to overcome.</p><p></p><p></p><p></p><p>Let me start by saying, Capn, that I'm trying to solve for my table, not yours, so I'm sure we are going to differ on this. If you want to help with that, cool, but if not, I think there are plenty of threads dealing with your issues with the game <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>Also, LOL that you mention that EASY encounters should be more challenging. Kind of defeats the point of being easy then...</p><p></p><p>So in answer to your question, yes, I want players to be able to influence the number of long rests, even if it affects challenge. If they can find a way to take a rest and still meet the goals of their mission, more power to them. I'm trying to make it more difficult for them to do so, especially when they are on long treks through dangerous areas that may not have daily encounters, but could have several over the course of the week. I'm also trying to make dropping to 0 HP much more meaningful, as that makes each encounter potentially more dangerous and to keep them out of the mindset that every challenge should be met with violence.</p><p></p><p>Most importantly, for the way I pace adventures, I absolutely do not want every encounter the players have to be locked into a set formula for resting. I prefer to use uncertainty about the ability to get rest and the number of challenges to be faced as the way to make my adventures challenging and am looking for ways to do so while still giving the players control with a consistent set of rules. The "no rests unless a certain number of encounters completed rule" is just too gamist for me and my table.</p></blockquote><p></p>
[QUOTE="OB1, post: 7231483, member: 6796241"] That definitely works for simpler, it's either 7 days with a single mortal wound or 10 days with two (3 of course and you are dead). The reason that I don't like the number of HP below 0 to reflect into the number is that I think of HP almost strictly as Stamina Points reflecting the ability to resist pain and keep your guard up. That's why it reflects in the DC of the death save on the initial hit that brings you down to 0. The Mortal Wounds from failed death saves are the only real damage to the body being done, and thus need extended periods of rest, magic like greater restoration, or risky field surgery to overcome. Let me start by saying, Capn, that I'm trying to solve for my table, not yours, so I'm sure we are going to differ on this. If you want to help with that, cool, but if not, I think there are plenty of threads dealing with your issues with the game :) Also, LOL that you mention that EASY encounters should be more challenging. Kind of defeats the point of being easy then... So in answer to your question, yes, I want players to be able to influence the number of long rests, even if it affects challenge. If they can find a way to take a rest and still meet the goals of their mission, more power to them. I'm trying to make it more difficult for them to do so, especially when they are on long treks through dangerous areas that may not have daily encounters, but could have several over the course of the week. I'm also trying to make dropping to 0 HP much more meaningful, as that makes each encounter potentially more dangerous and to keep them out of the mindset that every challenge should be met with violence. Most importantly, for the way I pace adventures, I absolutely do not want every encounter the players have to be locked into a set formula for resting. I prefer to use uncertainty about the ability to get rest and the number of challenges to be faced as the way to make my adventures challenging and am looking for ways to do so while still giving the players control with a consistent set of rules. The "no rests unless a certain number of encounters completed rule" is just too gamist for me and my table. [/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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