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Escalating Conflict: a House Rule to curb the amount of death in D&D
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<blockquote data-quote="TheSword" data-source="post: 8448885" data-attributes="member: 6879661"><p>I think the trial stage is pretty perfect as written though perhaps inspiration would make a good reward if someone felt a short rest was too good. Not that I do.</p><p></p><p>For the combat stage I would have the enemy make a morale check when either a foe drops to 0 hp, or if half the combatants are incapacitated or bloodied. If they fail, they surrender. If they pass, it moves to the third stage. I see this as perfect for barroom brawls, breaking out of prison, or a riot in the street.</p><p></p><p>The deadly combat stage is awesome. Such a clever idea. I would have foes make morale checks every time an ally drops to 0 or when all enemies are bloodied. As otherwise numbers are likely to half every round, which might be a bit too fast.</p><p></p><p>One other thought I had, was a status effect called <em>Alerted</em> or something similar. A combat or perhaps just deadly combat in the area cause enemies to be Alerted for a specified amount of time. Advantage on initiative checks, intuition, perception and cannot be surprised.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8448885, member: 6879661"] I think the trial stage is pretty perfect as written though perhaps inspiration would make a good reward if someone felt a short rest was too good. Not that I do. For the combat stage I would have the enemy make a morale check when either a foe drops to 0 hp, or if half the combatants are incapacitated or bloodied. If they fail, they surrender. If they pass, it moves to the third stage. I see this as perfect for barroom brawls, breaking out of prison, or a riot in the street. The deadly combat stage is awesome. Such a clever idea. I would have foes make morale checks every time an ally drops to 0 or when all enemies are bloodied. As otherwise numbers are likely to half every round, which might be a bit too fast. One other thought I had, was a status effect called [I]Alerted[/I] or something similar. A combat or perhaps just deadly combat in the area cause enemies to be Alerted for a specified amount of time. Advantage on initiative checks, intuition, perception and cannot be surprised. [/QUOTE]
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Escalating Conflict: a House Rule to curb the amount of death in D&D
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