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General Tabletop Discussion
*Dungeons & Dragons
Doing More with Exhaustion
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<blockquote data-quote="Saeviomagy" data-source="post: 6643641" data-attributes="member: 5890"><p>I had another idea... what if you took out death saves entirely and replaced them with exhaustion?</p><p></p><p>More specifically:</p><p>Get to 0 hitpoints? You may continue fighting and do not make death saves. All other effects of being at zero hitpoints still occur, but instead of 'failed death saves' accruing, you get levels of exhaustion. So yes, any time you take a hit that equals your hitpoints while at 0 hitpoints, you immediately die. Crits give 2 levels of exhaustion. Hits give 1.</p><p></p><p>The current knockout rules would need to be retired.</p><p></p><p>Henchment monsters would be interesting - do you just have them die at 0 hitpoints? Or do you use this system? The latter makes henchment pretty resilient, the former makes a really cinematic game, where mooks die left right and centre, but the heroes and villains get badly dusted up and then come out swinging until they are really, totally dead dead dead.</p><p></p><p>Interesting that in the current system, you are BETTER OFF knocking someone/something out, because then there is no chance they will stand up with a crit death save...</p><p></p><p>Upsides:</p><p>No more "you are unconscious, so this round you do nothing but bleed".</p><p>No more whackamole.</p><p>No more DM guilt over CDGing people when it makes sense for monsters to do so - death will come because characters choose to keep fighting.</p><p></p><p>Downsides:</p><p>People never become unconscious through damage (although being at stage 6 exhaustion is pretty close).</p><p>There's no mechanic to knock someone out (although again, you can get someone to stage 6 exhaustion and not be threatened by them)</p><p>Not being able to adventure for a week becomes the driver to be cautious in combat, not death.</p><p></p><p>Changes that aren't either:</p><p>Having lots of very small attacks becomes stronger.</p><p>Healing becomes weaker.</p><p>Exhaustion restoration becomes much stronger.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6643641, member: 5890"] I had another idea... what if you took out death saves entirely and replaced them with exhaustion? More specifically: Get to 0 hitpoints? You may continue fighting and do not make death saves. All other effects of being at zero hitpoints still occur, but instead of 'failed death saves' accruing, you get levels of exhaustion. So yes, any time you take a hit that equals your hitpoints while at 0 hitpoints, you immediately die. Crits give 2 levels of exhaustion. Hits give 1. The current knockout rules would need to be retired. Henchment monsters would be interesting - do you just have them die at 0 hitpoints? Or do you use this system? The latter makes henchment pretty resilient, the former makes a really cinematic game, where mooks die left right and centre, but the heroes and villains get badly dusted up and then come out swinging until they are really, totally dead dead dead. Interesting that in the current system, you are BETTER OFF knocking someone/something out, because then there is no chance they will stand up with a crit death save... Upsides: No more "you are unconscious, so this round you do nothing but bleed". No more whackamole. No more DM guilt over CDGing people when it makes sense for monsters to do so - death will come because characters choose to keep fighting. Downsides: People never become unconscious through damage (although being at stage 6 exhaustion is pretty close). There's no mechanic to knock someone out (although again, you can get someone to stage 6 exhaustion and not be threatened by them) Not being able to adventure for a week becomes the driver to be cautious in combat, not death. Changes that aren't either: Having lots of very small attacks becomes stronger. Healing becomes weaker. Exhaustion restoration becomes much stronger. [/QUOTE]
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