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General Tabletop Discussion
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Game Theory. CR and 5E Encounter System.
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<blockquote data-quote="werecorpse" data-source="post: 7426841" data-attributes="member: 55491"><p>For those interested below is the flip side of my lingering injuries rules. Again I wish to encourage characters to spend time in town, with their master etc. for roleplaying narrative purposes, but also granting a mechanical benefit. The injuries are the stick and peak condition benefits are the carrot.</p><p></p><p>I would point out n my campaigns I'm pretty stingy with permanent magic items but generous with limited use items, this compliments my gaming philosophy.</p><p></p><p>Peak condition benefits</p><p></p><p>If the GM considers you have undertaken appropriate physical, spiritual or supernatural training, or sufficient rest and recuperation you can be rewarded with inspiration before the game starts. Alternatively you can obtain a bonus indicating you are in, or near, peak physical condition. You may not have a particular peak condition ability more than once, although you may have multiple abilities. These last until you choose to use them. If you start to rest and train again and you still have one or more peak condition benefits you keep them. You gain these benefits from high morale, recuperation and physical training (such that gaining them won't interfere with any other roleplaying downtime activities). The benefits are either allocated by the GM or rolled randomly. They are: </p><p></p><p>1. (Resurgent) you can take a short rest in 1 minute.</p><p>2. (resilient) you can spend hit dice as a reaction (maximum half level round up) to reduce damage taken from a single attack.</p><p>3. (hardy) you may automatically get a 20 on a death saving roll.</p><p>4. (agile) you may impose disadvantage on at attack against you after it has been rolled but before damage is rolled.</p><p>5. (insightful) you may re roll a non death saving throw you failed.</p><p>6. (powerful) on 3 occasions you may re roll a damage die, increasing the die by one step (maximum d12) taking the best result.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7426841, member: 55491"] For those interested below is the flip side of my lingering injuries rules. Again I wish to encourage characters to spend time in town, with their master etc. for roleplaying narrative purposes, but also granting a mechanical benefit. The injuries are the stick and peak condition benefits are the carrot. I would point out n my campaigns I'm pretty stingy with permanent magic items but generous with limited use items, this compliments my gaming philosophy. Peak condition benefits If the GM considers you have undertaken appropriate physical, spiritual or supernatural training, or sufficient rest and recuperation you can be rewarded with inspiration before the game starts. Alternatively you can obtain a bonus indicating you are in, or near, peak physical condition. You may not have a particular peak condition ability more than once, although you may have multiple abilities. These last until you choose to use them. If you start to rest and train again and you still have one or more peak condition benefits you keep them. You gain these benefits from high morale, recuperation and physical training (such that gaining them won't interfere with any other roleplaying downtime activities). The benefits are either allocated by the GM or rolled randomly. They are: 1. (Resurgent) you can take a short rest in 1 minute. 2. (resilient) you can spend hit dice as a reaction (maximum half level round up) to reduce damage taken from a single attack. 3. (hardy) you may automatically get a 20 on a death saving roll. 4. (agile) you may impose disadvantage on at attack against you after it has been rolled but before damage is rolled. 5. (insightful) you may re roll a non death saving throw you failed. 6. (powerful) on 3 occasions you may re roll a damage die, increasing the die by one step (maximum d12) taking the best result. [/QUOTE]
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