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*Dungeons & Dragons
Dropping to 0 HP - Alternate Rule
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<blockquote data-quote="Oofta" data-source="post: 7443139" data-attributes="member: 6801845"><p>The original pass felt overly complex, and as others have stated exhaustion can be a pretty harsh penalty. It was also odd that you could take the dodge while at zero (but I may have misunderstood). I get that you want a grittier campaign with combat being more dangerous, that can be a bit difficult with 5E.</p><p></p><p>Some of the steps I took</p><ul> <li data-xf-list-type="ul">Use the alternative rest rules. A short rest is overnight, a long rest is several days usually a week or more. This means fewer healing spells are available.</li> <li data-xf-list-type="ul">The enemy play mean (dependent on creature). Unintelligent creatures may drag away unconscious combatants, intelligent/militaristic types double tap and/or focus on the healer.</li> <li data-xf-list-type="ul">Death is more permanent. This is partly a campaign thing because of my setting. The spirits of the dead travel through Nifleheim (the ShadowFell) where they are met by a guide to be taken to their final resting place. If they delay, there's a chance of slowly evaporating and becoming an unintelligent undead/ghost with no chance of resurrection. So revivify works, raise dead is iffy.</li> <li data-xf-list-type="ul">No guarantee of a fair fight. If it's not a fair fight, the party should realize it fairly early on and have an escape route.</li> </ul><p></p><p>If I wanted to make it even worse I'd limit access to healing potions or decrease effectiveness of potions if you drink multiple (reset after a long rest). Another simpler option would be to do something like the raise dead spell. If you fall unconscious, you're at a -<em>n</em> to attacks, saves and ability checks until a long rest.</p><p></p><p>A lot of what makes a gritty campaign "gritty" though is set dressing, not rules.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7443139, member: 6801845"] The original pass felt overly complex, and as others have stated exhaustion can be a pretty harsh penalty. It was also odd that you could take the dodge while at zero (but I may have misunderstood). I get that you want a grittier campaign with combat being more dangerous, that can be a bit difficult with 5E. Some of the steps I took [LIST] [*]Use the alternative rest rules. A short rest is overnight, a long rest is several days usually a week or more. This means fewer healing spells are available. [*]The enemy play mean (dependent on creature). Unintelligent creatures may drag away unconscious combatants, intelligent/militaristic types double tap and/or focus on the healer. [*]Death is more permanent. This is partly a campaign thing because of my setting. The spirits of the dead travel through Nifleheim (the ShadowFell) where they are met by a guide to be taken to their final resting place. If they delay, there's a chance of slowly evaporating and becoming an unintelligent undead/ghost with no chance of resurrection. So revivify works, raise dead is iffy. [*]No guarantee of a fair fight. If it's not a fair fight, the party should realize it fairly early on and have an escape route. [/LIST] If I wanted to make it even worse I'd limit access to healing potions or decrease effectiveness of potions if you drink multiple (reset after a long rest). Another simpler option would be to do something like the raise dead spell. If you fall unconscious, you're at a -[I]n[/I] to attacks, saves and ability checks until a long rest. A lot of what makes a gritty campaign "gritty" though is set dressing, not rules. [/QUOTE]
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Dropping to 0 HP - Alternate Rule
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