OB1
Jedi Master
@OB1: I think it's the save/no save for exhaustion levels that people find fiddly, but I think i better understand the intentions that underline your hourserule now.
Personally, I like tying exhaustion to doing below 0 hp. I find the "fully functional to unconscious and likely to die to fully functional again" in less than 6 seconds to be a mood killer. It has nothing to do with realism (that is not something I aim for), i just find it too gamey and not cinematic enough for the type of game i want to play. Exhaustion-as-injuries (or variations on the theme) at least brings a non-binary element on the state of the characters, but it does change the assumption of how D&D is played (and you acknowledge that when saying that this is not for every group).
I think if you find a way to bring unconsciousness and possible deterioration if left-for-dead into the houserule, you'll get something consistent with what we see in movies and novels. As long as you achieve a good balance between the WFRP "naked dwarf syndrome" (aha, that's the 15th time you try to bring me down with no success!), unconsciousness (sorry Joe, you can't play until someone takes care of you), and the death spiral (oh yeah, you can play, but oh boy will you ever be gimped!) that is right for your group, you should be fine.
good luck!
'findel
Where to balance this is exactly what I’m trying to finalize here. Like you, I think using exhaustion levels leads to a more cinematic feel.
At this point, I’m definitely changing exhaustion level 6 to be unconscious with the need to make a Death Saving Throw every 6 seconds (or 60 seconds?) if at 0HP and every hour if above 0HP. Exhaustion 7 will then be Death.
As for the fidly bits, I think I might just make any action require a Death Saving Throw while at 0 HP and get rid of the dodge reaction mechanic. While I liked the idea that you could focus on defending or escaping while at 0 HP, it maybe feels a bit too gamey. Instead, players will just have to balance the risk of taking dodge or disengage and making a Death Saving Throw vs simply running and potentially getting an opportunity attack against them.
As that change makes things a bit more deadly, I’ll think I might add the ability to spend half your level in hit die immediately following a short or long rest to remove 1 level of exhaustion. That should help mitigate against one unlucky encounter leading to a certain death spiral as well.
[MENTION=6799753]lowkey13[/MENTION] - Death at 0 HP or say -Con HP is something I considered as well and would certainly help with the goal of making combat riskier, but those are still very binary states. I’m looking for something a bit more cinematic and blurry to give room for the PCs to have that last desperate chance to push on when it really counts.