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<blockquote data-quote="JValeur" data-source="post: 7108452" data-attributes="member: 6795723"><p>I've been preoccupied with the lack of tension in 5E for a while and tested various solutions. The one we've landed on in my game, is the following:</p><p></p><p>As per the standard rules, you still roll death saving throws at the end of each of your turns after falling to 0 hit points or less. And, as before, you die if you have three failed death saving throws, and you stabilize if you have three successful saving throws.</p><p></p><p>The difference is how healing, medicine checks and healer’s kits work on you, while you are dying. Healing and other effects that would automatically stabilize you, instead give you successful death saving throws.</p><p></p><p><strong>Stabilizing effect</strong> – a stabilizing effect like a successful DC 10 Medicine Check, the use of a healer’s kit or the spare the dying cantrip gives you one successful death saving throw. A stabilizing effect that would normally also put you at 1 hit point gives you two succesful death saving throws.</p><p></p><p><strong>Healing</strong> – each 5 points of healing, rounded down, give you one successful death saving throw. If you’ve just dropped to 0 hit points and have zero successful death saving throws, you need to receive at least 15 points of healing to stabilize. If you already have two successful death saving throws, you need only 5 points of healing to stabilize. If healing gives you three successful death saving throws, and there’s any left to spare, you regain that many hit points and become conscious.</p><p></p><p><strong>Critical fails and successes</strong> – Like before, a roll of 1 on a death saving throw means two failed death saving throws and a roll of 20 puts you instantly at 1 hit point, regardless of how many successful death saving throws you have accumulated.</p></blockquote><p></p>
[QUOTE="JValeur, post: 7108452, member: 6795723"] I've been preoccupied with the lack of tension in 5E for a while and tested various solutions. The one we've landed on in my game, is the following: As per the standard rules, you still roll death saving throws at the end of each of your turns after falling to 0 hit points or less. And, as before, you die if you have three failed death saving throws, and you stabilize if you have three successful saving throws. The difference is how healing, medicine checks and healer’s kits work on you, while you are dying. Healing and other effects that would automatically stabilize you, instead give you successful death saving throws. [B]Stabilizing effect[/B] – a stabilizing effect like a successful DC 10 Medicine Check, the use of a healer’s kit or the spare the dying cantrip gives you one successful death saving throw. A stabilizing effect that would normally also put you at 1 hit point gives you two succesful death saving throws. [B]Healing[/B] – each 5 points of healing, rounded down, give you one successful death saving throw. If you’ve just dropped to 0 hit points and have zero successful death saving throws, you need to receive at least 15 points of healing to stabilize. If you already have two successful death saving throws, you need only 5 points of healing to stabilize. If healing gives you three successful death saving throws, and there’s any left to spare, you regain that many hit points and become conscious. [B]Critical fails and successes[/B] – Like before, a roll of 1 on a death saving throw means two failed death saving throws and a roll of 20 puts you instantly at 1 hit point, regardless of how many successful death saving throws you have accumulated. [/QUOTE]
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