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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Dropping to Zero Hit Points
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<blockquote data-quote="Stalker0" data-source="post: 8585232" data-attributes="member: 5889"><p>I'm going to summarize the key differences I've noted in your document vs core LU.</p><ul> <li data-xf-list-type="ul">A person does not normally go unconscious when they hit 0 (though they can choose to go unconscious). Instead they gain the severely injured condition.</li> <li data-xf-list-type="ul">You must spend 5 points of healing to "undo" a death saving throw, before you gain any healing.</li> <li data-xf-list-type="ul">Last Stand ability: Take 2 death failures but can crit on every attack.</li> <li data-xf-list-type="ul">Death saves are more like 5e instead of LU, you take death saves with no option to take fatigue/strife instead.</li> <li data-xf-list-type="ul">You no longer take a fatigue when you fall unconscious (unclear).</li> <li data-xf-list-type="ul">Falling has special rules</li> <li data-xf-list-type="ul">Uses optional Healing Rule for bonus action, but full action = max healing.</li> <li data-xf-list-type="ul">Healing Spell Rule: +10 minutes = max healing.</li> <li data-xf-list-type="ul">More oppurtunity attacks: Stand from prone/object interaction/rolling a 1 on an attack roll.</li> <li data-xf-list-type="ul">Character can only be ressued by "real res spells" = prof bonus</li> <li data-xf-list-type="ul">Spellcaster can ignore res spell components but takes damage/fatigue</li> <li data-xf-list-type="ul">Has 1 minute rally that is a "minor short rest".</li> </ul><p>My thoughts:</p><p></p><ul> <li data-xf-list-type="ul">The severely injured variant is fine. I think its reasonable penalizing but fun for players that just do not like not getting to act. The half movement also ensures that while it can be used for retreats, its not too good at it.</li> <li data-xf-list-type="ul">I like the "spend 5 healing to undo a death failure", its a nice way to give that a bit more sting, but in an easy to use way. I will say your paragraph describing it needs work, the example is clear but the actual mechanic is not, I had to reread it several times to understand what you wanted here.</li> <li data-xf-list-type="ul">Last Stand is one of those cool abilities that can be abused by a smart party. A fighter with no death failures who has his buddy right after him in initiative can milk some big crits and then get healed up. But its also fine and cinematic, so I think its fine for the style you are going for. The other option is just to use fatigue here, have them instantly go to 6 fatigue (aka 1 from doomed) or something like that.</li> <li data-xf-list-type="ul">I think the falling rules are fine though another table may be a bit much for various groups. You could just say falling damage of 20+3x character level triggers the massive death rule, which gives it plenty of sting.</li> <li data-xf-list-type="ul">The max healing point rule is one I use myself, and I love it. The spell version of this seems reasonable enough.</li> <li data-xf-list-type="ul">The res restriction to prof bonus I think is a reasonable way to limit res spells for a slightly gritter game. I do not like the "ignore res spell component" rule, its too easy for a caster to res someone in downtime and just shake off the fatigue.</li> <li data-xf-list-type="ul">The rally rule seems reasonable, though its definately a power boost to short rest classes. Your fighters, monks (adepts), and especially warlocks will get a clear power boost compared to other classes, so just be warned about that.</li> <li data-xf-list-type="ul">I'm personally not a fan of the extra oppurtunity attacks. One of the things I have most enjoyed about 5e, is that my players are much more carefree again, they are willing to move around and try things out, where as in 3e they were mostly immobile and seemed always afraid of trying things due to OAs. That said, your OA on an attack roll of 1 is interesting. I think for people using the "critical fumble variant" in LU, that's a neat way to go, it can shake up combat, but it doesn't penalize people as much for trying something unique, your going to make attacks, so it just means every so often you take an extra hit you weren't expecting.</li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 8585232, member: 5889"] I'm going to summarize the key differences I've noted in your document vs core LU. [LIST] [*]A person does not normally go unconscious when they hit 0 (though they can choose to go unconscious). Instead they gain the severely injured condition. [*]You must spend 5 points of healing to "undo" a death saving throw, before you gain any healing. [*]Last Stand ability: Take 2 death failures but can crit on every attack. [*]Death saves are more like 5e instead of LU, you take death saves with no option to take fatigue/strife instead. [*]You no longer take a fatigue when you fall unconscious (unclear). [*]Falling has special rules [*]Uses optional Healing Rule for bonus action, but full action = max healing. [*]Healing Spell Rule: +10 minutes = max healing. [*]More oppurtunity attacks: Stand from prone/object interaction/rolling a 1 on an attack roll. [*]Character can only be ressued by "real res spells" = prof bonus [*]Spellcaster can ignore res spell components but takes damage/fatigue [*]Has 1 minute rally that is a "minor short rest". [/LIST] My thoughts: [LIST] [*]The severely injured variant is fine. I think its reasonable penalizing but fun for players that just do not like not getting to act. The half movement also ensures that while it can be used for retreats, its not too good at it. [*]I like the "spend 5 healing to undo a death failure", its a nice way to give that a bit more sting, but in an easy to use way. I will say your paragraph describing it needs work, the example is clear but the actual mechanic is not, I had to reread it several times to understand what you wanted here. [*]Last Stand is one of those cool abilities that can be abused by a smart party. A fighter with no death failures who has his buddy right after him in initiative can milk some big crits and then get healed up. But its also fine and cinematic, so I think its fine for the style you are going for. The other option is just to use fatigue here, have them instantly go to 6 fatigue (aka 1 from doomed) or something like that. [*]I think the falling rules are fine though another table may be a bit much for various groups. You could just say falling damage of 20+3x character level triggers the massive death rule, which gives it plenty of sting. [*]The max healing point rule is one I use myself, and I love it. The spell version of this seems reasonable enough. [*]The res restriction to prof bonus I think is a reasonable way to limit res spells for a slightly gritter game. I do not like the "ignore res spell component" rule, its too easy for a caster to res someone in downtime and just shake off the fatigue. [*]The rally rule seems reasonable, though its definately a power boost to short rest classes. Your fighters, monks (adepts), and especially warlocks will get a clear power boost compared to other classes, so just be warned about that. [*]I'm personally not a fan of the extra oppurtunity attacks. One of the things I have most enjoyed about 5e, is that my players are much more carefree again, they are willing to move around and try things out, where as in 3e they were mostly immobile and seemed always afraid of trying things due to OAs. That said, your OA on an attack roll of 1 is interesting. I think for people using the "critical fumble variant" in LU, that's a neat way to go, it can shake up combat, but it doesn't penalize people as much for trying something unique, your going to make attacks, so it just means every so often you take an extra hit you weren't expecting. [/LIST] [/QUOTE]
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