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Community
General Tabletop Discussion
*Dungeons & Dragons
Feedback wanted: Spend death save failures for additional hit dice
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<blockquote data-quote="Willie the Duck" data-source="post: 9866057" data-attributes="member: 6799660"><p>For all the talk about how easy-mode 5e is, if someone is considering trying to get this in-combat healing, it probably means they are headed towards 0. Given that we're talking about a handful of hit points compared to a 1/3* reduction in post-downed survivability, this is going to be a good tactical decision in a handful of cases:</p><p><em><span style="font-size: 15px">*more, since each click on the death save scale are not equal, what with attacks on downed characters from within 5' mark off 2 death saves.</span></em></p><ul> <li data-xf-list-type="ul">At really low levels when it might effectively double (approximately) your HP available.</li> <li data-xf-list-type="ul">When going down basically means dead (maybe your PC is on their own, and facing things that you know will kill them before they regain consciousness)</li> <li data-xf-list-type="ul">when going down basically means not needing death saves (you have a party with plenty enough in-combat healing, coordinate/cooperate well, and you are not in a position to take several hits (especially melee hits) before any allies will get you back above 0.</li> </ul><p>So I think the biggest downside is that (for most of the game) it is one of those benefit-with-cost effects that strongly incentivizes finding use-cases where the cost isn't really costly. If healing options were less plentiful in 5e, there would be more instances where it would <em>sometimes</em> make sense to use this when death saves had value, and thus more interesting tactical decisions would come about as a result of this rule existing. In the game as it otherwise exists, I'm not sure that's the case.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9866057, member: 6799660"] For all the talk about how easy-mode 5e is, if someone is considering trying to get this in-combat healing, it probably means they are headed towards 0. Given that we're talking about a handful of hit points compared to a 1/3* reduction in post-downed survivability, this is going to be a good tactical decision in a handful of cases: [I][SIZE=4]*more, since each click on the death save scale are not equal, what with attacks on downed characters from within 5' mark off 2 death saves.[/SIZE][/I] [LIST] [*]At really low levels when it might effectively double (approximately) your HP available. [*]When going down basically means dead (maybe your PC is on their own, and facing things that you know will kill them before they regain consciousness) [*]when going down basically means not needing death saves (you have a party with plenty enough in-combat healing, coordinate/cooperate well, and you are not in a position to take several hits (especially melee hits) before any allies will get you back above 0. [/LIST] So I think the biggest downside is that (for most of the game) it is one of those benefit-with-cost effects that strongly incentivizes finding use-cases where the cost isn't really costly. If healing options were less plentiful in 5e, there would be more instances where it would [I]sometimes[/I] make sense to use this when death saves had value, and thus more interesting tactical decisions would come about as a result of this rule existing. In the game as it otherwise exists, I'm not sure that's the case. [/QUOTE]
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Feedback wanted: Spend death save failures for additional hit dice
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