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<blockquote data-quote="Ilbranteloth" data-source="post: 7209213" data-attributes="member: 6778044"><p>As I've said before, the exhaustion track and the death saving throw mechanics are two of the most useful mechanics in 5e. I use them for many, many things. For example:</p><p></p><p>Ability Damage - 3 failures and you regain one point, 3 failures and the point is permanently lost. One save per day, so it's a long term effect in any event.</p><p></p><p>Wounded (aka bleeding): Uses the exhaustion track, 3 saves and you improve 1 step, 3 fails and you lose one step. One save at the start of each of your turns.</p><p></p><p>Injured: Same as wounded, but one check daily, so they can last a long time.</p><p></p><p>Diseased: Same as injured, just a different condition and you suffer whatever impact the disease has in addition to the level of exhaustion.</p><p></p><p>To combat the "popping up after 0 hp" you suffer 1 level of injury, plus 1 level for each failed death save when you are reduced to 0 hp. Severe, although not as severe as the AD&D requiring a full week of rest, even if you received magical healing (of less than a Heal spell). </p><p></p><p>I like there to be consequences, but the game must continue as well.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7209213, member: 6778044"] As I've said before, the exhaustion track and the death saving throw mechanics are two of the most useful mechanics in 5e. I use them for many, many things. For example: Ability Damage - 3 failures and you regain one point, 3 failures and the point is permanently lost. One save per day, so it's a long term effect in any event. Wounded (aka bleeding): Uses the exhaustion track, 3 saves and you improve 1 step, 3 fails and you lose one step. One save at the start of each of your turns. Injured: Same as wounded, but one check daily, so they can last a long time. Diseased: Same as injured, just a different condition and you suffer whatever impact the disease has in addition to the level of exhaustion. To combat the "popping up after 0 hp" you suffer 1 level of injury, plus 1 level for each failed death save when you are reduced to 0 hp. Severe, although not as severe as the AD&D requiring a full week of rest, even if you received magical healing (of less than a Heal spell). I like there to be consequences, but the game must continue as well. [/QUOTE]
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