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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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<blockquote data-quote="Rockyroad" data-source="post: 8157572" data-attributes="member: 7028097"><p>I really like your concept. This is similar to the vitality system that was used in a game I was a player in. I think it was the UA vitality rules that we used. Ultimately though it became combersome to recalculate the max hp every time vitality dropped and recalculate hp when your Con dropped. Your vitality system seems to be easier to use.</p><p></p><p>I also really like your idea of staggered. I too don't like the idea of getting knocked unconscious then coming back up with a healing word and working at 100% effectiveness with the wack a mole phenomenon that you sometimes see. One solution I posed to my players is the idea of when getting dropped to 0 hp, you instead go to 1 hp but take a level of exhaustion. Every hit you take after that gives another level of exhaustion. Only after level 4 exhaustion do you go unconscious. This gives the player some time before getting knocked out to get themselves out of danger giving the player a little more agency. When you get knocked out, all you can do is make death saving throws while you wait for someone else to heal you. One may say that the player should have gotten themselves out of harm's way before going down to 0 hp, but sometimes you get hit with massive damage and you can't avoid getting knocked out. Getting knocked out should be something that happens just short of deaths door IMO. This mechanic is more simple than yours but at the same time more deadly and my players never went for it. Whenever I get a chance to play again, I might present your system to the players. It sounds intriguing and the players may be more agreeable to it.</p></blockquote><p></p>
[QUOTE="Rockyroad, post: 8157572, member: 7028097"] I really like your concept. This is similar to the vitality system that was used in a game I was a player in. I think it was the UA vitality rules that we used. Ultimately though it became combersome to recalculate the max hp every time vitality dropped and recalculate hp when your Con dropped. Your vitality system seems to be easier to use. I also really like your idea of staggered. I too don't like the idea of getting knocked unconscious then coming back up with a healing word and working at 100% effectiveness with the wack a mole phenomenon that you sometimes see. One solution I posed to my players is the idea of when getting dropped to 0 hp, you instead go to 1 hp but take a level of exhaustion. Every hit you take after that gives another level of exhaustion. Only after level 4 exhaustion do you go unconscious. This gives the player some time before getting knocked out to get themselves out of danger giving the player a little more agency. When you get knocked out, all you can do is make death saving throws while you wait for someone else to heal you. One may say that the player should have gotten themselves out of harm's way before going down to 0 hp, but sometimes you get hit with massive damage and you can't avoid getting knocked out. Getting knocked out should be something that happens just short of deaths door IMO. This mechanic is more simple than yours but at the same time more deadly and my players never went for it. Whenever I get a chance to play again, I might present your system to the players. It sounds intriguing and the players may be more agreeable to it. [/QUOTE]
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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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