OB1
Jedi Master
I’ve been thinking about an alternate rule for dropping to 0 HP for a while and think I’m nearly there.
The goal here is to create a fun system that presents interesting choices for the players while making the line between 1HP and 0 HP a little blurrier and adding longer lasting consequences for dropping to 0 HP.
Would love feedback from the community!
Alternate Rule - Dropping to 0 HP
This rule completely replaces the rules for dropping to 0 HP as presented in the PHB
Your HP can never be lower than 0
Whenever you drop to 0HP, make a Death Saving Throw. On a failure, gain 1 level of Exhaustion. Once resolved, you can use your reaction to immediately take the dodge action.
While at 0 HP, you make an additional Death Saving Throw when any of the following occurs. You take damage, you take the attack action, you use your action to cast a spell, or you take a reaction. On a failed save, you gain 1 level of exhaustion.
If you suffer a critical hit while at 0 HP, you automatically gain one level of exhaustion and also make a Death Saving Throw, gaining another level of exhaustion on a failure.
The DC for a Death Saving Throw is 10 or 1/2 the damage taken from the triggering attack, whichever is higher. You may add your Con modifier to the roll.
That’s it. A few other things I’m considering.
- Make each failed death save 1/2 level of exhaustion
- Cap Death Saving Throw DC at 20
- Make Death Saving Throw a Constitution Saving Throw
- Remove option to take dodge as a reaction when you drop to 0 HP
- Have rule apply to all NPCs as well
The goal here is to create a fun system that presents interesting choices for the players while making the line between 1HP and 0 HP a little blurrier and adding longer lasting consequences for dropping to 0 HP.
Would love feedback from the community!
Alternate Rule - Dropping to 0 HP
This rule completely replaces the rules for dropping to 0 HP as presented in the PHB
Your HP can never be lower than 0
Whenever you drop to 0HP, make a Death Saving Throw. On a failure, gain 1 level of Exhaustion. Once resolved, you can use your reaction to immediately take the dodge action.
While at 0 HP, you make an additional Death Saving Throw when any of the following occurs. You take damage, you take the attack action, you use your action to cast a spell, or you take a reaction. On a failed save, you gain 1 level of exhaustion.
If you suffer a critical hit while at 0 HP, you automatically gain one level of exhaustion and also make a Death Saving Throw, gaining another level of exhaustion on a failure.
The DC for a Death Saving Throw is 10 or 1/2 the damage taken from the triggering attack, whichever is higher. You may add your Con modifier to the roll.
That’s it. A few other things I’m considering.
- Make each failed death save 1/2 level of exhaustion
- Cap Death Saving Throw DC at 20
- Make Death Saving Throw a Constitution Saving Throw
- Remove option to take dodge as a reaction when you drop to 0 HP
- Have rule apply to all NPCs as well