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House rule for Going below 0 hp and get up again with a good berry or a healing
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<blockquote data-quote="Al2O3" data-source="post: 7526521" data-attributes="member: 6802284"><p>One thing I got curious about when reading this thread:</p><p>What's the point? Why do you want to add the house rule in the first place? If you want more characters to die, then it's probably a good idea.</p><p></p><p>In my group the DM got annoyed and frustrated at how often fights would end up with PCs going down, getting healed and up again for half a round and then go down again. They considered adding a rule along the lines discussed here, but then we realised that the problem was that each fight was too hard. It was simply not possible to keep charters above 0 hp longer by healing them, no matter what the penalty for failing was.</p><p></p><p>The solution was to throw out the random encounters from ToA and instead go with prepared fights. Using the guidelines about how many encounters per long rest a party should be able to handle and skipping the constant deadly fights suits the tone we want much better. Going to 0 hp note indicates that we have a problem, not that everything's normal. We still use at least as much resources per adventuring day as before.</p><p></p><p>One other thing we did was splitting mechanical long rests from narrative rests. A mechanical long rest is still a narrative night, but we can still perform a few days travel to change environment without regaining resources.</p><p></p><p>tl;dr Unless you and your players agree about what the issue is, I doubt that any house rule will fix it.</p></blockquote><p></p>
[QUOTE="Al2O3, post: 7526521, member: 6802284"] One thing I got curious about when reading this thread: What's the point? Why do you want to add the house rule in the first place? If you want more characters to die, then it's probably a good idea. In my group the DM got annoyed and frustrated at how often fights would end up with PCs going down, getting healed and up again for half a round and then go down again. They considered adding a rule along the lines discussed here, but then we realised that the problem was that each fight was too hard. It was simply not possible to keep charters above 0 hp longer by healing them, no matter what the penalty for failing was. The solution was to throw out the random encounters from ToA and instead go with prepared fights. Using the guidelines about how many encounters per long rest a party should be able to handle and skipping the constant deadly fights suits the tone we want much better. Going to 0 hp note indicates that we have a problem, not that everything's normal. We still use at least as much resources per adventuring day as before. One other thing we did was splitting mechanical long rests from narrative rests. A mechanical long rest is still a narrative night, but we can still perform a few days travel to change environment without regaining resources. tl;dr Unless you and your players agree about what the issue is, I doubt that any house rule will fix it. [/QUOTE]
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House rule for Going below 0 hp and get up again with a good berry or a healing
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