Siberys
Adventurer
Ongoing has dozens of variations, taking into account damage amount and type, which is what I find hard - or at least annoying - to track.
A single creature dealing one type of ongoing in an encounter isn't difficult. Some creatures, though, have multiple ongoing damage types, such as the Black Blood Hydra. One might want to run several monsters that, thematically, make sense together, but which have differing ongoing damage amounts and types. Most of the time, too, it won't be a PC that imposed the condition - it'll be me, the DM, through some monster. I want to be able to use ongoing damage, but I don't want to keep track of it all of that - I've got a bunch of other things to keep straight as-is.
Looking at Ongoing, there are four things to remember;
How Much?
What Type?
Take the Damage
Make the Saves
Saves isn't a big deal for me - it's become a standard part of the turn to check for saves.
With regards to moving damage to just before saves - I think I may do that. It is a good suggestion - I can't believe I just skimmed past it.
'Bleeding' would, I think, fix the 'how much' and 'what type' questions by making them fixed, instead of 2, 5, 10, 15, or 20 acid, fire, cold, thunder, lightning, necrotic, poison, radiant, psychic, force, or untyped damage, or any combination thereof.
So, Bleeding would now be;
Bleeding
You take 5 damage per tier at the end of your turn, before rolling saving throws.
This would fix every memory issue save for saves - which is really a non-issue.
A single creature dealing one type of ongoing in an encounter isn't difficult. Some creatures, though, have multiple ongoing damage types, such as the Black Blood Hydra. One might want to run several monsters that, thematically, make sense together, but which have differing ongoing damage amounts and types. Most of the time, too, it won't be a PC that imposed the condition - it'll be me, the DM, through some monster. I want to be able to use ongoing damage, but I don't want to keep track of it all of that - I've got a bunch of other things to keep straight as-is.
Looking at Ongoing, there are four things to remember;
How Much?
What Type?
Take the Damage
Make the Saves
Saves isn't a big deal for me - it's become a standard part of the turn to check for saves.
With regards to moving damage to just before saves - I think I may do that. It is a good suggestion - I can't believe I just skimmed past it.

'Bleeding' would, I think, fix the 'how much' and 'what type' questions by making them fixed, instead of 2, 5, 10, 15, or 20 acid, fire, cold, thunder, lightning, necrotic, poison, radiant, psychic, force, or untyped damage, or any combination thereof.
So, Bleeding would now be;
Bleeding
You take 5 damage per tier at the end of your turn, before rolling saving throws.
This would fix every memory issue save for saves - which is really a non-issue.