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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="5ekyu" data-source="post: 7527228" data-attributes="member: 6919838"><p>Re #4 and also the "problem" definition.. you and I have the same take in some ways... the issue is not that PCs players are enjoying getting knocked down so much they make choices to go down instead of stay up so they can pop up and so harsher penalties on going down are needed to change their minds.</p><p></p><p>The issue is them going down.</p><p></p><p>One rule I have used is the one I mentioned earlier - allow HD to be spent whenever healing occurs. So in the progress of a tough fight with heavy damage, the in-fight healing can be enhanced by spending your HD when someone heals you. Same when a surprise set of crits slams u hard and the HD are used to give you faster healing. </p><p></p><p>Let's folks keep above zero more flexibly when the encounter gets tougher. </p><p></p><p>I share with you, it seems some folks want to see the zeroes happen but aren't happy unless there are more long term consequences. </p><p></p><p>But whack-a-mole is easiest solved by preventing the whack by pcs and players having more control over pre-zero *or* by removing the drop from the drop and hop back up.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7527228, member: 6919838"] Re #4 and also the "problem" definition.. you and I have the same take in some ways... the issue is not that PCs players are enjoying getting knocked down so much they make choices to go down instead of stay up so they can pop up and so harsher penalties on going down are needed to change their minds. The issue is them going down. One rule I have used is the one I mentioned earlier - allow HD to be spent whenever healing occurs. So in the progress of a tough fight with heavy damage, the in-fight healing can be enhanced by spending your HD when someone heals you. Same when a surprise set of crits slams u hard and the HD are used to give you faster healing. Let's folks keep above zero more flexibly when the encounter gets tougher. I share with you, it seems some folks want to see the zeroes happen but aren't happy unless there are more long term consequences. But whack-a-mole is easiest solved by preventing the whack by pcs and players having more control over pre-zero *or* by removing the drop from the drop and hop back up. [/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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