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Expanding Exhaustion
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<blockquote data-quote="DEFCON 1" data-source="post: 7859127" data-attributes="member: 7006"><p>I use the Exhaustion Table instead of the 3 Failed Death Saves. My special rules for them are as follows:</p><p></p><p>- When you drop to 0 HP you stat making Death Saving Throws. On each failure you gain a level of Exhaustion. 6 failed rolls and you die (you hit Level 6 Exhaustion, which is death).</p><p></p><p>- Unlike failed death saves after you gain at least 1 hit point, Exhaustion levels do not reset. If you have an Exhaustion level and then are healed some HP and then later drop to 0 HP again... your next failed save drops you to Level 2 Exhaustion. And this continues on until you take a long rest.</p><p></p><p>- During the very first long rest following you gaining an Exhaustion level, you can 1 or more back. You gain 1 level back for just taking a long rest. You can gain two levels back if a fellow PC spends their long rest doing nothing but nursing you during those 8 hours (accompanied by a DC 10 Medicine check.) You can gain 3 levels back if you take a long rest, a fellow PC nurses you during that time, <em>plus</em> someone casts Lesser Restoration on you during those 8 hours.</p><p></p><p>- I rewrote my Exhaustion table to be as follows:</p><p></p><p>Level 1: Speed halved</p><p>Level 2: Max HP halves</p><p>Level 3: Disadvantage on attack rolls and saving throws</p><p>Level 4: Disadvantage on ability checks</p><p>Level 5: Speed drops to 0.</p><p>Level 6: Death</p><p></p><p>I found that starting with disadvantage on ability checks for level 1 was kind of counter-intuitive... you're completely exhausted, but for some reason can still move at normal speed and attack normally, and yet you have a harder time remembering arcane or religious trivia or noticing things (for example). So I moved things around to decentivize people from fighting when they are exhausted but still allow them to participate in the other two pillars of the game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7859127, member: 7006"] I use the Exhaustion Table instead of the 3 Failed Death Saves. My special rules for them are as follows: - When you drop to 0 HP you stat making Death Saving Throws. On each failure you gain a level of Exhaustion. 6 failed rolls and you die (you hit Level 6 Exhaustion, which is death). - Unlike failed death saves after you gain at least 1 hit point, Exhaustion levels do not reset. If you have an Exhaustion level and then are healed some HP and then later drop to 0 HP again... your next failed save drops you to Level 2 Exhaustion. And this continues on until you take a long rest. - During the very first long rest following you gaining an Exhaustion level, you can 1 or more back. You gain 1 level back for just taking a long rest. You can gain two levels back if a fellow PC spends their long rest doing nothing but nursing you during those 8 hours (accompanied by a DC 10 Medicine check.) You can gain 3 levels back if you take a long rest, a fellow PC nurses you during that time, [I]plus[/I] someone casts Lesser Restoration on you during those 8 hours. - I rewrote my Exhaustion table to be as follows: Level 1: Speed halved Level 2: Max HP halves Level 3: Disadvantage on attack rolls and saving throws Level 4: Disadvantage on ability checks Level 5: Speed drops to 0. Level 6: Death I found that starting with disadvantage on ability checks for level 1 was kind of counter-intuitive... you're completely exhausted, but for some reason can still move at normal speed and attack normally, and yet you have a harder time remembering arcane or religious trivia or noticing things (for example). So I moved things around to decentivize people from fighting when they are exhausted but still allow them to participate in the other two pillars of the game. [/QUOTE]
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