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Dying and Bloodied: review my house rule
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<blockquote data-quote="Blue" data-source="post: 8164299" data-attributes="member: 20564"><p>Not sure where to start. First, I wouldn't play in a game with these rules. Some roles in the party are expected to put themselves in harm's way to protect the other members of the party. A foe crit, a missed save or a miscalculation on how much damage new foes put out can put them in a place where they are blooded and YOU PREVENT TEAMWORK - i.e. the healer can no longer heal them because they are less than 1/3 of their HPs. And since they are still on the front line (and the next attack has advantage), there's a good chance from there they end up at 0.</p><p></p><p>Now, once at zero you will most likely die. Healing doesn't work to stabilize because you are still bloodied and it won't heal you, successes will never stabilize you. You can't even drink a healing potion to any effect. The only hope is a source making Medicine rolls. If not, you are dead since you will fail your 3 death saves before 360 turn long short rest restores any HPs.</p><p></p><p>You ask for suggestions - my suggestions start with don't put in a major nerf to the front line role that put themselves in danger to protect the rest of the party. You can't take this out on the players who are willing to play tank. My second thing is D&D is a team game, and preventing teamwork by stopping the healers from healing is a non-starter.</p></blockquote><p></p>
[QUOTE="Blue, post: 8164299, member: 20564"] Not sure where to start. First, I wouldn't play in a game with these rules. Some roles in the party are expected to put themselves in harm's way to protect the other members of the party. A foe crit, a missed save or a miscalculation on how much damage new foes put out can put them in a place where they are blooded and YOU PREVENT TEAMWORK - i.e. the healer can no longer heal them because they are less than 1/3 of their HPs. And since they are still on the front line (and the next attack has advantage), there's a good chance from there they end up at 0. Now, once at zero you will most likely die. Healing doesn't work to stabilize because you are still bloodied and it won't heal you, successes will never stabilize you. You can't even drink a healing potion to any effect. The only hope is a source making Medicine rolls. If not, you are dead since you will fail your 3 death saves before 360 turn long short rest restores any HPs. You ask for suggestions - my suggestions start with don't put in a major nerf to the front line role that put themselves in danger to protect the rest of the party. You can't take this out on the players who are willing to play tank. My second thing is D&D is a team game, and preventing teamwork by stopping the healers from healing is a non-starter. [/QUOTE]
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Dying and Bloodied: review my house rule
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