Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dying and Bloodied: review my house rule
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TakeoBR" data-source="post: 8164160" data-attributes="member: 6801900"><p>It's been a couple months since I've DMed 5e and in that time I've talked a lot with a friend who's designing his own RPG. Those conversations motivated me to try my hand at game design and I figured a good start would be adressing some of my problems with good old DnD before I run it again.</p><p></p><p>The issues:</p><ul> <li data-xf-list-type="ul">when a battle gets hard players default to dealing more damage, rarely considering defensive options</li> <li data-xf-list-type="ul">players have a hard time deciding if and when they should retreat</li> <li data-xf-list-type="ul">unconscious characters are healed to single digit HP only to be droped and healed repeatedly</li> <li data-xf-list-type="ul">characters at 0 HP have nothing to do apart from rolling death saves</li> </ul><p></p><p>The house rules I'm working on adds two new conditions, one of which replaces the current dying rules:</p><p></p><p><strong>Bloodied</strong></p><p>Being bloodied means that the injuries the creature has suffered, be it from cumulative damage from scrathes and bruises or a single massive hit, have taken a visible toll.</p><ul> <li data-xf-list-type="ul">A creature is bloodied whenever their hit points are below one third of their maximum, and they cease to be bloodied as soon as they are above that threshold.</li> <li data-xf-list-type="ul">The player or DM in control of a bloodied creature must announce its condition to the rest of the players.</li> <li data-xf-list-type="ul">When a bloodied creature misses an attack roll or a creature succeeds on a saving throw they caused, the next attack roll against them has advantage.</li> </ul><p><strong>Dying</strong></p><p>When a creature’s hit points are reduced to zero they don’t die immeadiatly unless some effect causes them to, but their ability to fight is compromised and their survival uncertain.</p><ul> <li data-xf-list-type="ul">A creature is dying whenever their hit points are at zero. They cease to be dying if they regain any hit points.</li> <li data-xf-list-type="ul">A dying creature falls prone when their hit points are reduced to zero and their exhaustion level increases by one for as long as they are Dying.</li> <li data-xf-list-type="ul">The creature has disadvantage on attack rolls.</li> <li data-xf-list-type="ul">Saving throws against the creature’s spells, attacks, and abilities have advantage.</li> <li data-xf-list-type="ul">At the start of each of their turns, a dying creature must make a death saving throw, to which no ability modfiers apply: If the roll is 10 or higher, they succeed. Otherwise, they fail. A success has no effect by itself, but on their second failure they fall Unconscious and on their third, consecutive or not, they die. The number of death saving throw failures are reset to zero when the creature is no longer Dying.</li> <li data-xf-list-type="ul">If they take any damage while Dying, they suffer a death saving throw failure.</li> <li data-xf-list-type="ul">By expending an use of a medical kit you can attempt to stabilize a Dying creature by succeding in a DC 10 Wisdom (medicine) check. A stable creature is still Dying but doesn’t need to make death saving throws and any failures they had are reset to zero. Once stable a creature regains one hit point in 1d4 hours.</li> </ul><p>The Bloodied condition is meant to indicate a sense of urgency for players reaching low HP, and the offensive debuff it causes is supposed to represent the damage taken and make the player reconsider their strategy. Unlike in 4th, it only kicks in when you are with a third of HP remaining, as I don't intend for characters to spend much time with it, but just like 4th edition it could be a trigger for many effects (I'm already considering a dragonborn redesign that uses that). It also gives a small but lasting consequence in the form of restricted healing.</p><p>The new dying rules are supposed to make death frightening while not making the dying character completely passive.</p><p>With these I expect players to not use their healing in the typical yo-yo fashion, but either sooner or with higher level spells to hopefully keep themselves off the bloodied range. I also expect them to consider retreating or avoiding battles more often, and finally, I expect some defensive options like the Dodge action to actually see some play.</p><p></p><p>What do you think? Any suggestions on things that should change to accompany these conditions? Any unexpected consequences or things you think are poorly thought through? Please let me know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Edits: </p><p>- Removed the part about regaining hit points from short and long rests from the Bloodied condition. It was an afterthought and only caused confusion.</p></blockquote><p></p>
[QUOTE="TakeoBR, post: 8164160, member: 6801900"] It's been a couple months since I've DMed 5e and in that time I've talked a lot with a friend who's designing his own RPG. Those conversations motivated me to try my hand at game design and I figured a good start would be adressing some of my problems with good old DnD before I run it again. The issues: [LIST] [*]when a battle gets hard players default to dealing more damage, rarely considering defensive options [*]players have a hard time deciding if and when they should retreat [*]unconscious characters are healed to single digit HP only to be droped and healed repeatedly [*]characters at 0 HP have nothing to do apart from rolling death saves [/LIST] The house rules I'm working on adds two new conditions, one of which replaces the current dying rules: [B]Bloodied[/B] Being bloodied means that the injuries the creature has suffered, be it from cumulative damage from scrathes and bruises or a single massive hit, have taken a visible toll. [LIST] [*]A creature is bloodied whenever their hit points are below one third of their maximum, and they cease to be bloodied as soon as they are above that threshold. [*]The player or DM in control of a bloodied creature must announce its condition to the rest of the players. [*]When a bloodied creature misses an attack roll or a creature succeeds on a saving throw they caused, the next attack roll against them has advantage. [/LIST] [B]Dying[/B] When a creature’s hit points are reduced to zero they don’t die immeadiatly unless some effect causes them to, but their ability to fight is compromised and their survival uncertain. [LIST] [*]A creature is dying whenever their hit points are at zero. They cease to be dying if they regain any hit points. [*]A dying creature falls prone when their hit points are reduced to zero and their exhaustion level increases by one for as long as they are Dying. [*]The creature has disadvantage on attack rolls. [*]Saving throws against the creature’s spells, attacks, and abilities have advantage. [*]At the start of each of their turns, a dying creature must make a death saving throw, to which no ability modfiers apply: If the roll is 10 or higher, they succeed. Otherwise, they fail. A success has no effect by itself, but on their second failure they fall Unconscious and on their third, consecutive or not, they die. The number of death saving throw failures are reset to zero when the creature is no longer Dying. [*]If they take any damage while Dying, they suffer a death saving throw failure. [*]By expending an use of a medical kit you can attempt to stabilize a Dying creature by succeding in a DC 10 Wisdom (medicine) check. A stable creature is still Dying but doesn’t need to make death saving throws and any failures they had are reset to zero. Once stable a creature regains one hit point in 1d4 hours. [/LIST] The Bloodied condition is meant to indicate a sense of urgency for players reaching low HP, and the offensive debuff it causes is supposed to represent the damage taken and make the player reconsider their strategy. Unlike in 4th, it only kicks in when you are with a third of HP remaining, as I don't intend for characters to spend much time with it, but just like 4th edition it could be a trigger for many effects (I'm already considering a dragonborn redesign that uses that). It also gives a small but lasting consequence in the form of restricted healing. The new dying rules are supposed to make death frightening while not making the dying character completely passive. With these I expect players to not use their healing in the typical yo-yo fashion, but either sooner or with higher level spells to hopefully keep themselves off the bloodied range. I also expect them to consider retreating or avoiding battles more often, and finally, I expect some defensive options like the Dodge action to actually see some play. What do you think? Any suggestions on things that should change to accompany these conditions? Any unexpected consequences or things you think are poorly thought through? Please let me know :) Edits: - Removed the part about regaining hit points from short and long rests from the Bloodied condition. It was an afterthought and only caused confusion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dying and Bloodied: review my house rule
Top