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Hit Points and Constitution damage System
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<blockquote data-quote="Blue" data-source="post: 7594432" data-attributes="member: 20564"><p>This worries me several ways.</p><p></p><p>First, it means that spells, traps, and other hazards with saves can't do this, but weapon attacks and spells attacks can. Seems somewhat arbitrary.</p><p></p><p>Second, it means auto death when just about any high CR creature rolls a crit. A CR 5 Hill Giant will be doing 3d8 CON damage on a crit. It gets two attacks a round, so it would have about a 9.75% chance to crit once and a 0.25% to crit twice, with an average of 13.5 CON damage each time.</p><p></p><p>Third, If a monster gets taken out by this, woo - but who cares in the long run. Monsters are most likely there to be defeated. PCs though will suddenly have a lot more deaths, especially since (a) there's a death spiral with 0 CON you are making all your death saves at -5, and (b) the slow recovery rate (both healing and long rest) means it's likely not the first CON damage characters are suffering under in the course of an adventure.</p><p></p><p>Fourth, this really impacts front liners a lot more, because they are the target of more attacks and the chance to crit can not be affected in any way by what they do. So a certain class of characters will be more disadvantaged by this. Even if they don't die, they will have ongoing penalties from fatigue.</p><p></p><p>Suggestion to fix these issues:</p><ul> <li data-xf-list-type="ul">Failed 1 on save also does this.</li> <li data-xf-list-type="ul">Use a separate value than CON so it doesn't death spiral your death saves. May want to increase it by level to offset increase in monster damage. (Or give DR equal to proficiency for this damage only.)</li> <li data-xf-list-type="ul">Since this nerfs front liners a lot more than others, give them increase ability to resist. Perhaps armor removes one die of CON damage per tier (light/medium/heavy), and Unarmored Defense removes a straight two dice. Or put back in rolling to confirm crits so high AC will help reduce them.</li> </ul></blockquote><p></p>
[QUOTE="Blue, post: 7594432, member: 20564"] This worries me several ways. First, it means that spells, traps, and other hazards with saves can't do this, but weapon attacks and spells attacks can. Seems somewhat arbitrary. Second, it means auto death when just about any high CR creature rolls a crit. A CR 5 Hill Giant will be doing 3d8 CON damage on a crit. It gets two attacks a round, so it would have about a 9.75% chance to crit once and a 0.25% to crit twice, with an average of 13.5 CON damage each time. Third, If a monster gets taken out by this, woo - but who cares in the long run. Monsters are most likely there to be defeated. PCs though will suddenly have a lot more deaths, especially since (a) there's a death spiral with 0 CON you are making all your death saves at -5, and (b) the slow recovery rate (both healing and long rest) means it's likely not the first CON damage characters are suffering under in the course of an adventure. Fourth, this really impacts front liners a lot more, because they are the target of more attacks and the chance to crit can not be affected in any way by what they do. So a certain class of characters will be more disadvantaged by this. Even if they don't die, they will have ongoing penalties from fatigue. Suggestion to fix these issues: [LIST] [*]Failed 1 on save also does this. [*]Use a separate value than CON so it doesn't death spiral your death saves. May want to increase it by level to offset increase in monster damage. (Or give DR equal to proficiency for this damage only.) [*]Since this nerfs front liners a lot more than others, give them increase ability to resist. Perhaps armor removes one die of CON damage per tier (light/medium/heavy), and Unarmored Defense removes a straight two dice. Or put back in rolling to confirm crits so high AC will help reduce them. [/LIST] [/QUOTE]
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