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Dropping to 0 HP - Alternate Rule
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<blockquote data-quote="Li Shenron" data-source="post: 7443080" data-attributes="member: 1465"><p>I am not a fan of this house rule either, but I think you're taking it too hard...</p><p></p><p> [MENTION=6796241]OB1[/MENTION] is going to use exhaustion levels as an alternative to simply dropping unconscious (i.e. unable to act). How is being unable to act <em>more</em> fun than still having a few rounds of action worth to change the tide of the battle? Sure, with the exhaustion penalties it won't be easy to do so, but you still have a larger amount worth of actions to reach your goal (win the fight, or flee) compared to the standard rules.</p><p></p><p>I rather think that the main problem of this house rule is how <strong>slow </strong>it is to shrug off the exhaustion levels afterwards (and secondary, it's a bit too complex). Thus, comparing with how healing a single HP brings you back to conscious with the standard rules, I think the OP should consider either adding a general rule that exhaustion levels can be cured by any healing spells, or that they go away more quickly, for example:</p><p></p><p>- every spell that heals HP also heals 1 level of exhaustion per spell level</p><p>- exhaustion levels are regained naturally at the rate of 1 per short rest</p><p></p><p>Note that normally exhaustion heals slowly because it's most of the times an effect coming from long-term activities such as forced march, prolonged exposure to extreme temperatures etc... mainly stuff related to travelling or downtime. Instead, this near-death exhaustion is <em>quick</em> and occurs in combat. If your campaign normally doesn't feature exhaustion-risk situations, then you don't have much to worry about making exhaustion heal quickly. If it does, then just give this <em>new type</em> of exhaustion another name so that the standard exhaustion is not affected.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7443080, member: 1465"] I am not a fan of this house rule either, but I think you're taking it too hard... [MENTION=6796241]OB1[/MENTION] is going to use exhaustion levels as an alternative to simply dropping unconscious (i.e. unable to act). How is being unable to act [I]more[/I] fun than still having a few rounds of action worth to change the tide of the battle? Sure, with the exhaustion penalties it won't be easy to do so, but you still have a larger amount worth of actions to reach your goal (win the fight, or flee) compared to the standard rules. I rather think that the main problem of this house rule is how [B]slow [/B]it is to shrug off the exhaustion levels afterwards (and secondary, it's a bit too complex). Thus, comparing with how healing a single HP brings you back to conscious with the standard rules, I think the OP should consider either adding a general rule that exhaustion levels can be cured by any healing spells, or that they go away more quickly, for example: - every spell that heals HP also heals 1 level of exhaustion per spell level - exhaustion levels are regained naturally at the rate of 1 per short rest Note that normally exhaustion heals slowly because it's most of the times an effect coming from long-term activities such as forced march, prolonged exposure to extreme temperatures etc... mainly stuff related to travelling or downtime. Instead, this near-death exhaustion is [I]quick[/I] and occurs in combat. If your campaign normally doesn't feature exhaustion-risk situations, then you don't have much to worry about making exhaustion heal quickly. If it does, then just give this [I]new type[/I] of exhaustion another name so that the standard exhaustion is not affected. [/QUOTE]
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