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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="Helldritch" data-source="post: 7233180" data-attributes="member: 6855114"><p>[MENTION=20564]Blue[/MENTION]</p><p>Point 1) Yep it makes up for a small death spiral if the players are not careful. On the other hand it might forces players to change tactics and you might see some of them appear in your games. The famous dodge action is already pretty much in use in my games whenever a convenient choke point can be used and that is with normal rules and even with clerics in the party. It could be a nice artificial way to introduce a difficulty between the famous "gritty realism" and the standard rule. The work on that approach isn't completed yet, so take everything you see in here with a grain of salt. But your concerns are welcome.</p><p></p><p>Point 2) Yep it might come to that. But fortunately, with better tactics the "healer" will not be that much boxed in the role of healer. Now most healer type can do more than healing and the impact of non healing spells is much greater than before. In addition, why not make potions of healing a bit more affordable? Some ointment like Keogtom's but on a lesser degree, such as this: Keogtom's lesser ointment of healing: 1 minute to apply, restore 2d4+2 hp for maybe 25 gold? This would pretty much restrict its use for after fights and to "breathers" or "short rests". It would have the additional benefits of giving medicine, alchemy or herbalism kits some more usage as you might need one of these to either apply it properly (a successful medicine DC 20 enhance the ointment's effects by 50%) and the other two could be used to create the said ointment.</p><p></p><p>The possibilities are endless. We just have to weight them carefully.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7233180, member: 6855114"] [MENTION=20564]Blue[/MENTION] Point 1) Yep it makes up for a small death spiral if the players are not careful. On the other hand it might forces players to change tactics and you might see some of them appear in your games. The famous dodge action is already pretty much in use in my games whenever a convenient choke point can be used and that is with normal rules and even with clerics in the party. It could be a nice artificial way to introduce a difficulty between the famous "gritty realism" and the standard rule. The work on that approach isn't completed yet, so take everything you see in here with a grain of salt. But your concerns are welcome. Point 2) Yep it might come to that. But fortunately, with better tactics the "healer" will not be that much boxed in the role of healer. Now most healer type can do more than healing and the impact of non healing spells is much greater than before. In addition, why not make potions of healing a bit more affordable? Some ointment like Keogtom's but on a lesser degree, such as this: Keogtom's lesser ointment of healing: 1 minute to apply, restore 2d4+2 hp for maybe 25 gold? This would pretty much restrict its use for after fights and to "breathers" or "short rests". It would have the additional benefits of giving medicine, alchemy or herbalism kits some more usage as you might need one of these to either apply it properly (a successful medicine DC 20 enhance the ointment's effects by 50%) and the other two could be used to create the said ointment. The possibilities are endless. We just have to weight them carefully. [/QUOTE]
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