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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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<blockquote data-quote="DND_Reborn" data-source="post: 8157821" data-attributes="member: 6987520"><p>Ok, I am going to ignore the rest and tackle this directly:</p><p></p><p></p><p><strong>1. "</strong><em><strong>I do not like the image of characters falling unconscious and then popping back up during combat"</strong></em></p><p></p><p>Agreed. I hate this. So, you are making it harder for PCs to fall unconscious (and really, for them to die... feature or bug?). You introduce the Staggered Condition (I prefer the term Wounded or Fatigued, but that is just terminology so I stick with your Staggered) so PCs don't go unconscious. I do like a lot of the things in the condition, but I am going to try to get away from WP or tracking it.</p><p></p><p>When you are reduce to 0 HP, you become <strong>Staggered</strong>:</p><ol> <li data-xf-list-type="ol">You can only take an action, a bonus action, or move on your turn. You can still take reactions (I prefer no reactions, but its your game).</li> <li data-xf-list-type="ol">You cannot maintain Concentration. Any spell or effect you create on your turn ends at the beginning of your next turn.</li> <li data-xf-list-type="ol">Any successful attack against you is a critical hit.</li> <li data-xf-list-type="ol">If you don't like Options A or B below, track total damage while Staggered. If your total damage equals your max HP, you die. (I sort of like this.) You are still tracking HP and damage, but not introducing a new mechanic such as vitality or wounds.</li> <li data-xf-list-type="ol">OPTION A: Each time your suffer damage, you must make a Concentration check or fall unconscious. (I would also require this on the hit that reduced you to 0 HP, personally.)</li> <li data-xf-list-type="ol">OPTION B: If you take damage from a single source that exceeds your CON score + your character level, you fall unconscious.</li> <li data-xf-list-type="ol">You could gain a level of exhaustion when you become Staggered. Any damage while Staggered results in another level of exhaustion.</li> </ol><p>#1-3 are the same as yours. #4 is one way to continue to track excessive damage. A dart of 1 point should not be the same as a bite for 40 points IMO and this is a way of continuing to track damage.</p><p></p><p>#5 and 6 are options if you want a way for a PC to still (finally) fall unconscious. I would use one or the other as (again, personally) I don't like the idea that a PC can automatically stay up until they simply drop dead. I don't mind if that <em>could</em> happen, just don't want it to be automatic. <em>shrug</em></p><p></p><p>#7 bring in the exhaustion mechanic (my favorite <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ), and makes it so 5 hits of any nature while staggered will kill the PC.</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>2. "<em>I do not like the way players of unconscious characters have to sit around while everyone else plays</em>."</strong></p><p></p><p>Sure, it sucks, but there is a point where keeping players in the game versus having rules that still make sense should give the win to the rules IMO. Plus, it helps players learn to be a bit more cautious if they run in head first and fall unconscious a lot.</p><p></p><p>Anyway, Staggered <em>can</em> keep them in the game, but really should just encourage them to get out of the fight and get to safety.</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>3. "<em>keep combat engaging even at 0 Hit Points</em>"</strong></p><p></p><p>Again, Staggered can keep them involved.</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>4. "<em>create long-term consequences for falling to 0 Hit Points</em>"</strong></p><p></p><p>You can handle this in lots of ways:</p><p>1. Staggered Damage (if you track it) can heal more slowly.</p><p>2. Becoming Staggered could require a long rest (maybe up to a week!) before you can regain HP naturally.</p><p>3. Becoming Staggered could impose a Lingering Wound from the DMG.</p><p>4. If you use the exhaustion levels, those will need to be recovered as well.</p><p>Etc.</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>5. "<em>I want to encourage downtime between adventures.</em>"</strong></p><p></p><p>Any of the longer recovery options will make it so there must be more downtime. But, frankly, downtime is totally up to the DM. If you want more downtime, have more before the next adventure unfolds....</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p></p><p>I would think so. Maybe CON modifier + proficiency bonus? So max would likely be 11 and at lower levels would still be 3-5 times you can go to 0 HP.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8157821, member: 6987520"] Ok, I am going to ignore the rest and tackle this directly: [B]1. "[/B][I][B]I do not like the image of characters falling unconscious and then popping back up during combat"[/B][/I] Agreed. I hate this. So, you are making it harder for PCs to fall unconscious (and really, for them to die... feature or bug?). You introduce the Staggered Condition (I prefer the term Wounded or Fatigued, but that is just terminology so I stick with your Staggered) so PCs don't go unconscious. I do like a lot of the things in the condition, but I am going to try to get away from WP or tracking it. When you are reduce to 0 HP, you become [B]Staggered[/B]: [LIST=1] [*]You can only take an action, a bonus action, or move on your turn. You can still take reactions (I prefer no reactions, but its your game). [*]You cannot maintain Concentration. Any spell or effect you create on your turn ends at the beginning of your next turn. [*]Any successful attack against you is a critical hit. [*]If you don't like Options A or B below, track total damage while Staggered. If your total damage equals your max HP, you die. (I sort of like this.) You are still tracking HP and damage, but not introducing a new mechanic such as vitality or wounds. [*]OPTION A: Each time your suffer damage, you must make a Concentration check or fall unconscious. (I would also require this on the hit that reduced you to 0 HP, personally.) [*]OPTION B: If you take damage from a single source that exceeds your CON score + your character level, you fall unconscious. [*]You could gain a level of exhaustion when you become Staggered. Any damage while Staggered results in another level of exhaustion. [/LIST] #1-3 are the same as yours. #4 is one way to continue to track excessive damage. A dart of 1 point should not be the same as a bite for 40 points IMO and this is a way of continuing to track damage. #5 and 6 are options if you want a way for a PC to still (finally) fall unconscious. I would use one or the other as (again, personally) I don't like the idea that a PC can automatically stay up until they simply drop dead. I don't mind if that [I]could[/I] happen, just don't want it to be automatic. [I]shrug[/I] #7 bring in the exhaustion mechanic (my favorite :D ), and makes it so 5 hits of any nature while staggered will kill the PC. ------------------------------------------------------------------------------- [B]2. "[I]I do not like the way players of unconscious characters have to sit around while everyone else plays[/I]."[/B] Sure, it sucks, but there is a point where keeping players in the game versus having rules that still make sense should give the win to the rules IMO. Plus, it helps players learn to be a bit more cautious if they run in head first and fall unconscious a lot. Anyway, Staggered [I]can[/I] keep them in the game, but really should just encourage them to get out of the fight and get to safety. ------------------------------------------------------------------------------- [B]3. "[I]keep combat engaging even at 0 Hit Points[/I]"[/B] Again, Staggered can keep them involved. ------------------------------------------------------------------------------- [B]4. "[I]create long-term consequences for falling to 0 Hit Points[/I]"[/B] You can handle this in lots of ways: 1. Staggered Damage (if you track it) can heal more slowly. 2. Becoming Staggered could require a long rest (maybe up to a week!) before you can regain HP naturally. 3. Becoming Staggered could impose a Lingering Wound from the DMG. 4. If you use the exhaustion levels, those will need to be recovered as well. Etc. ------------------------------------------------------------------------------- [B]5. "[I]I want to encourage downtime between adventures.[/I]"[/B] Any of the longer recovery options will make it so there must be more downtime. But, frankly, downtime is totally up to the DM. If you want more downtime, have more before the next adventure unfolds.... ------------------------------------------------------------------------------- I would think so. Maybe CON modifier + proficiency bonus? So max would likely be 11 and at lower levels would still be 3-5 times you can go to 0 HP. [/QUOTE]
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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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