D&D (2024) Exhaustion


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So now I'm wondering, with this new 10 levels of exhaustion mechanic if WotC are going to finally do what they should have done so many years ago - tie one's limits for powers/spells/class features to the exhaustion mechanic. For example characters can push passed x times per day power but suffer y levels of exhaustion.
We already do this at our table.

EDIT: The only trick is, not to have it easily circumvented with spells.
 
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I'm not sure how I feel about them bringing back semi-regular negative modifiers to rolls after they constructed the entire advantage/disadvantage system to avoid that kind of fiddly (and easily forgotten) number crunching
Agreed. Advantage/Disadvantage keeps it simple. Bringing back negative modifiers for something like Exhaustion could bog down gameplay because the player and/or the DM will then have to figure out which positive and negative modifiers apply to the situation. Being fatigued in body, mind or both is a disadvantage for the player. But even a disadvantaged player is still given a chance at succeeding a check when both d20's end up rolling high anyway.
 

gorice

Hero
Advantage/disadvantage is nice, but it just isn't granular enough to be used for everything. Basic stuff like cover and buffing spells have used distinct modifiers from the beginning (a lot of spells also roll bonuses, which is unbelievably fiddly). Ideally, they should restrict advantage to specific kinds of circumstances, or shift to a different system.
 

Horwath

Legend
Agreed. Advantage/Disadvantage keeps it simple. Bringing back negative modifiers for something like Exhaustion could bog down gameplay because the player and/or the DM will then have to figure out which positive and negative modifiers apply to the situation. Being fatigued in body, mind or both is a disadvantage for the player. But even a disadvantaged player is still given a chance at succeeding a check when both d20's end up rolling high anyway.
that is why this exhaustion rules are good.
It's -1 to every d20 roll.
 

Micah Sweet

Level Up & OSR Enthusiast
Agreed. Advantage/Disadvantage keeps it simple. Bringing back negative modifiers for something like Exhaustion could bog down gameplay because the player and/or the DM will then have to figure out which positive and negative modifiers apply to the situation. Being fatigued in body, mind or both is a disadvantage for the player. But even a disadvantaged player is still given a chance at succeeding a check when both d20's end up rolling high anyway.
I have no problem creating or remembering disadvantages for the player, as long as they make sense in the narrative.
 



Branduil

Hero
that is why this exhaustion rules are good.
It's -1 to every d20 roll.
It's about as simple as a negative modifier can be yes, but it will still inevitably face the problem of players forgetting to apply it. Maybe not a problem for online play, but at the table it's the kind of thing that's very easy to lose track of and forget to apply. And certainly it's hard for other players or the DM to notice if you've forgotten it or miscalculated.

This was always one of the big reasons for advantage/disadvantage, everyone can immediately see if you're applying it. It's true it lacks granularity, the question is if granularity is actually desirable for D&D.
 

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