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Dropping to 0 HP - House Rule Variant
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<blockquote data-quote="Blue" data-source="post: 8268718" data-attributes="member: 20564"><p>My biggest problem is with Exhaustion as the mechanic because of what it penalizes, how it stacks, and how slow it goes away until 7th level.</p><p></p><p>I'm for removing whack-a-mole if you see it as a problem, but since you asked I'm against punitive "penalty for the day" for going down. It's not the only way to resolve it, and not one I support.</p><p></p><p>Going down is usually a team failure, not a single character's. A caster goign down because a tank didn't block well. A healer choosing the wrong character to heal. Or it's a cause of luck - the giant critting, the wrong failed save that left them Held so all foes had advantage and auto-crit. Trying to assign a punitive all-day penalty to one character isn't concentrating a team penalty onto one person.</p><p></p><p>One of the roles commonly seen is front line melee specifically as a tank. Trying to interpose and protect the squishier members of the party. Because of what they do for the party, they will go down more. Taking a common role and providing a disincentive of common day-long penalties is counter to play. I strongly don't want to return to earlier editions where someone was forced to play a cleric to heal because the role wasn't as much fun, or in this case the same for another role becoming less fun because it is unfairly commonly the recipient of a punitive penalty.</p><p></p><p>While you say we won't have a useful discussion, I strongly hope to convince you that the quest to meet the goals put out in the first post should never be met with all day penalties to a single character.</p></blockquote><p></p>
[QUOTE="Blue, post: 8268718, member: 20564"] My biggest problem is with Exhaustion as the mechanic because of what it penalizes, how it stacks, and how slow it goes away until 7th level. I'm for removing whack-a-mole if you see it as a problem, but since you asked I'm against punitive "penalty for the day" for going down. It's not the only way to resolve it, and not one I support. Going down is usually a team failure, not a single character's. A caster goign down because a tank didn't block well. A healer choosing the wrong character to heal. Or it's a cause of luck - the giant critting, the wrong failed save that left them Held so all foes had advantage and auto-crit. Trying to assign a punitive all-day penalty to one character isn't concentrating a team penalty onto one person. One of the roles commonly seen is front line melee specifically as a tank. Trying to interpose and protect the squishier members of the party. Because of what they do for the party, they will go down more. Taking a common role and providing a disincentive of common day-long penalties is counter to play. I strongly don't want to return to earlier editions where someone was forced to play a cleric to heal because the role wasn't as much fun, or in this case the same for another role becoming less fun because it is unfairly commonly the recipient of a punitive penalty. While you say we won't have a useful discussion, I strongly hope to convince you that the quest to meet the goals put out in the first post should never be met with all day penalties to a single character. [/QUOTE]
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