Ilbranteloth
Explorer
Yes, I'm talking about house rules.
Because RAW, the rules don't mechanically support in-game effects from lower hit points. Either you have x number of hit points, or you're at 0, unconscious and dying. There's no battle fatigue. No being slowed or staggered from taking more than 50% of your hit points, nothing until you reach 0 hp.
While the explanation might sound complicated, it's really not. And it's designed to support exactly what's missing with hit points:
When you suffer a critical hit, you make a Dexterity or Constitution saving throw (although we've been discussing using your primary stat saving throw instead), the DC = 8 + the attack modifier of the attack that hit you. If you fail, you're wounded.
If you are reduced to 0 hit points, you're wounded.
If you're wounded, you suffer 1 level of exhaustion, and make a death save each round. If you fail, it gets one level worse. If you're hit, it's automatically a critical hit that inflicts one more level, two if you fail the saving throw against the critical hit. If you succeed on 3 non-consecutive saves, then you don't have to make saving throws anymore. You can heal it with a healing kit, the medicine skill, or a spell. It also heals with a short rest.
It uses the existing 5e exhaustion track, and the death save mechanic with a different ratio.
Because RAW, the rules don't mechanically support in-game effects from lower hit points. Either you have x number of hit points, or you're at 0, unconscious and dying. There's no battle fatigue. No being slowed or staggered from taking more than 50% of your hit points, nothing until you reach 0 hp.
While the explanation might sound complicated, it's really not. And it's designed to support exactly what's missing with hit points:
When you suffer a critical hit, you make a Dexterity or Constitution saving throw (although we've been discussing using your primary stat saving throw instead), the DC = 8 + the attack modifier of the attack that hit you. If you fail, you're wounded.
If you are reduced to 0 hit points, you're wounded.
If you're wounded, you suffer 1 level of exhaustion, and make a death save each round. If you fail, it gets one level worse. If you're hit, it's automatically a critical hit that inflicts one more level, two if you fail the saving throw against the critical hit. If you succeed on 3 non-consecutive saves, then you don't have to make saving throws anymore. You can heal it with a healing kit, the medicine skill, or a spell. It also heals with a short rest.
It uses the existing 5e exhaustion track, and the death save mechanic with a different ratio.