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Gain 1 exhaustion when dropping to 0hp?
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<blockquote data-quote="Benjamin Olson" data-source="post: 8847386" data-attributes="member: 6988941"><p>Whilst I could support some sort of negative status effect for nearly dying I don't think exhaustion particularly models it well in 5e, since it was designed to model the problems that would come from strenous activity and a lack a food, drink, and sleep. The proposed 5.5 system is less specific, but I still don't see a reason to use exhaustion <em>per se</em>. Frankly I don't find -1's interesting enough to bother with.</p><p></p><p>And really I think if you want dropping to zero to be an intense experience ultimately it's a matter of roleplaying that, which most people I know at least somewhat do. Adding status effects to make gameplay more tedious while they're doing it doesn't necessarily add anything, so if they are going to be added they should be narrowly tailored to model the specific effects of being dropped, not a direct import of exhaustion rules.</p><p></p><p>If nothing else my suggestion would be that rather than getting one or more levels of exhaustion when dropping to zero, one should get one or more levels when the party goes out of initiative during a fight in which you've dropped to zero. This avoids the issue that exhaustion does not really model a nearly dead person who presumably is on an adrenaline high nearly as well as a nearly dead person after they calm down. It also keeps it a fun, roleplay encouraging penalty rather than one that gets the party killed.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8847386, member: 6988941"] Whilst I could support some sort of negative status effect for nearly dying I don't think exhaustion particularly models it well in 5e, since it was designed to model the problems that would come from strenous activity and a lack a food, drink, and sleep. The proposed 5.5 system is less specific, but I still don't see a reason to use exhaustion [I]per se[/I]. Frankly I don't find -1's interesting enough to bother with. And really I think if you want dropping to zero to be an intense experience ultimately it's a matter of roleplaying that, which most people I know at least somewhat do. Adding status effects to make gameplay more tedious while they're doing it doesn't necessarily add anything, so if they are going to be added they should be narrowly tailored to model the specific effects of being dropped, not a direct import of exhaustion rules. If nothing else my suggestion would be that rather than getting one or more levels of exhaustion when dropping to zero, one should get one or more levels when the party goes out of initiative during a fight in which you've dropped to zero. This avoids the issue that exhaustion does not really model a nearly dead person who presumably is on an adrenaline high nearly as well as a nearly dead person after they calm down. It also keeps it a fun, roleplay encouraging penalty rather than one that gets the party killed. [/QUOTE]
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Gain 1 exhaustion when dropping to 0hp?
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