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<blockquote data-quote="ReshiIRE" data-source="post: 8370008" data-attributes="member: 7031231"><p>Have you ever read the Cyberpunk Red rulebook (the game I want to won when I EVENTUALLY get out of my creative funk)? The rule you propose there seems very mechanically similar to how Cyberpunk RED works, which is a game that is more deadly in it's combat than 5e (especially since you can't heal abritrarily).</p><p></p><p>This does have the side effect of making healing very important, and I'm not sure how to feel abotu that in 5e as healing during combat seems weak (delibertly, from what I know) especially on spellcasters.</p><p></p><p>A house rule my group uses is that we use 'negative hp'. So you can drop below zero, and either a medicine check will get you up <em>or</em> healing all that damage so you are above 0 HP. Does make certain situations quite dangerous.</p></blockquote><p></p>
[QUOTE="ReshiIRE, post: 8370008, member: 7031231"] Have you ever read the Cyberpunk Red rulebook (the game I want to won when I EVENTUALLY get out of my creative funk)? The rule you propose there seems very mechanically similar to how Cyberpunk RED works, which is a game that is more deadly in it's combat than 5e (especially since you can't heal abritrarily). This does have the side effect of making healing very important, and I'm not sure how to feel abotu that in 5e as healing during combat seems weak (delibertly, from what I know) especially on spellcasters. A house rule my group uses is that we use 'negative hp'. So you can drop below zero, and either a medicine check will get you up [I]or[/I] healing all that damage so you are above 0 HP. Does make certain situations quite dangerous. [/QUOTE]
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