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<blockquote data-quote="RangerWickett" data-source="post: 7953312" data-attributes="member: 63"><p>A friend of mine ran a 'zombie apocalypse' 5e game, the premise of which was basically, "The White Walkers got through the wall."</p><p></p><p>It was heavily driven by resource management, scouting the wilderness, and being terrified of exceptionally well-run undead. Seriously, send 6 zombies at a party, and have them, in order, Grab, then Shove to trip, and only <em>then </em>start to attack for damage. </p><p></p><p>The GM had short rests be a day, and long rests be a week. Moreover, it was harder to fall unconscious, so that you'd spend more time adventuring while suffering from grisly injuries. Instead of using the lingering wounds system, he leaned heavily on the Exhaustion levels.</p><p></p><p>When you took damage that reduced you to 0 HP, you remained conscious, but suffered from two 'virtual' levels of exhaustion, which would go away if you got back above 0 HP. You did not have to roll death saves each turn due to being at 0 HP, however every time you took damage while at 0 HP, you made a death save, and if you failed, you took a 'real' level of exhaustion. </p><p></p><p>What happened in our first fight was that my slow dwarf in chainmail got swarmed by zombies, grabbed, and tripped. The rest of the party tried to kill the zombies, but that's actually pretty hard at 1st level. However, I kept taking the Dodge action while pinned and being gnawed on, and my Con save was pretty good, so over the course of 6 rounds I only failed 2 death saves, which left me with 2 real and 2 virtual exhaustion levels, so I could barely manage to stagger on with the party. </p><p></p><p>It took me weeks to recover from that, since each one-week long rest only removed one level of exhaustion, so I rolled up another 'survivor' to join the team, and we were a hell of a lot more cautious about zombies after that.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7953312, member: 63"] A friend of mine ran a 'zombie apocalypse' 5e game, the premise of which was basically, "The White Walkers got through the wall." It was heavily driven by resource management, scouting the wilderness, and being terrified of exceptionally well-run undead. Seriously, send 6 zombies at a party, and have them, in order, Grab, then Shove to trip, and only [I]then [/I]start to attack for damage. The GM had short rests be a day, and long rests be a week. Moreover, it was harder to fall unconscious, so that you'd spend more time adventuring while suffering from grisly injuries. Instead of using the lingering wounds system, he leaned heavily on the Exhaustion levels. When you took damage that reduced you to 0 HP, you remained conscious, but suffered from two 'virtual' levels of exhaustion, which would go away if you got back above 0 HP. You did not have to roll death saves each turn due to being at 0 HP, however every time you took damage while at 0 HP, you made a death save, and if you failed, you took a 'real' level of exhaustion. What happened in our first fight was that my slow dwarf in chainmail got swarmed by zombies, grabbed, and tripped. The rest of the party tried to kill the zombies, but that's actually pretty hard at 1st level. However, I kept taking the Dodge action while pinned and being gnawed on, and my Con save was pretty good, so over the course of 6 rounds I only failed 2 death saves, which left me with 2 real and 2 virtual exhaustion levels, so I could barely manage to stagger on with the party. It took me weeks to recover from that, since each one-week long rest only removed one level of exhaustion, so I rolled up another 'survivor' to join the team, and we were a hell of a lot more cautious about zombies after that. [/QUOTE]
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