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Dropping to 0 HP - House Rule Variant
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<blockquote data-quote="Blue" data-source="post: 8268109" data-attributes="member: 20564"><p>Initial thoughts before I read other replies which will impact my thinking.</p><p></p><p>This addresses the whack-a-mole healing problem that many have without introducing the problem of long term consequences on those who go down, since it's often a failure of the team as a whole, plus roles like tank are supposed to go in there and get hit and end up penalizing them for fulfilling a party support role, which is contrary to how I like to play. So this is good from that aspect. In some ways it mimics Champions where how far down your STUN went determines when you get recoveries, including getting to "GM's Option" which we always refered to as taking a trip to Optionland - you weren't getting back from there quickly.</p><p></p><p>There's small issue that someone reduced to 0 will likely need a short rest, so an hour down will often result in back-to-back short rests for the party. Personally I'd have that if the body is unmoving and cared for the time unconscious count as part of a rest just to keep the party in sync. That's more of a practical meta matter than an in-game result.</p><p></p><p>I do have a concern which is that the amount of wall clock time that 10 minutes or 1 hour of game time can vary greatly. It could be passed in a sentence, or it could be a full session (or more) full of combat if the party is in the midst of a time-restricted issue. As such it can penalize the player, by making them sit out of the fun, for periods that can get up to punitive. Especially when you consider that if they die they could be back right after the combat with a Revivify, spending only in-game resources as opposed to impeding player fun. Normally magical healing is the way around this, but with that resource already being spent, asking for additional resources from likely the same character isn't fair - they already contributed to bringing that one up, it shouldn't all be on them.</p><p></p><p>So, the issue right now is barring the player from having fun for an extended period - say an hour while there's another combat as an average - that I would want to see be addressed.</p><p></p><p>Again, this is initial thoughts, it might already be talked about in the thread.</p></blockquote><p></p>
[QUOTE="Blue, post: 8268109, member: 20564"] Initial thoughts before I read other replies which will impact my thinking. This addresses the whack-a-mole healing problem that many have without introducing the problem of long term consequences on those who go down, since it's often a failure of the team as a whole, plus roles like tank are supposed to go in there and get hit and end up penalizing them for fulfilling a party support role, which is contrary to how I like to play. So this is good from that aspect. In some ways it mimics Champions where how far down your STUN went determines when you get recoveries, including getting to "GM's Option" which we always refered to as taking a trip to Optionland - you weren't getting back from there quickly. There's small issue that someone reduced to 0 will likely need a short rest, so an hour down will often result in back-to-back short rests for the party. Personally I'd have that if the body is unmoving and cared for the time unconscious count as part of a rest just to keep the party in sync. That's more of a practical meta matter than an in-game result. I do have a concern which is that the amount of wall clock time that 10 minutes or 1 hour of game time can vary greatly. It could be passed in a sentence, or it could be a full session (or more) full of combat if the party is in the midst of a time-restricted issue. As such it can penalize the player, by making them sit out of the fun, for periods that can get up to punitive. Especially when you consider that if they die they could be back right after the combat with a Revivify, spending only in-game resources as opposed to impeding player fun. Normally magical healing is the way around this, but with that resource already being spent, asking for additional resources from likely the same character isn't fair - they already contributed to bringing that one up, it shouldn't all be on them. So, the issue right now is barring the player from having fun for an extended period - say an hour while there's another combat as an average - that I would want to see be addressed. Again, this is initial thoughts, it might already be talked about in the thread. [/QUOTE]
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