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General Tabletop Discussion
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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="FrogReaver" data-source="post: 7527957" data-attributes="member: 6795602"><p>So whack-a-mole is still present it just doesn't occur to the same extent. Your method still has PC's popping right back up when they go down but they go down much less frequently so it doesn't "feel" the same. I'll even go so far as to call it "effectively eliminated" because of the infrequency.</p><p></p><p></p><p></p><p>I don't think anyone is advocating for most fights to be so hard that they always are potential TPK's. At least I'm not.</p><p></p><p></p><p></p><p>I doubt this was the case but, if your fights before were really so challenging that TPK was a real threat in most combats then you needed to tone them back somewhat regardless of whack-a-mole</p><p></p><p>Somewhat, counter-intuitively, in games where death occurs at 0, you can challenge the PC's with less because it's relatively easy to kill 1 PC when they die at 0. A death of even 1 PC is a significant consequence that doesn't require an enemy group that is really going to be capable of causing a TPK (barring the absolute most unfortunate rolls for the PC's). </p><p></p><p>Ultimately death at 0 style games can make each battle be challenging with an actual consequence the players will care about without forcing potential TPK producing encounters. The upside is that whether you have 1, 2, 3, 4, etc encounters a day the PC's still feel challenged because even in combats they feel the group will likely win, there's always the chance one of them don't live through it.</p><p></p><p>Contrast this to your solution, you make the first 5 encounters boring because there is no real threat of any significant consequence, TPK is very unlikely with your easier spread out fights and individual PC death is very unlikely as well except in the final encounter because of lack of party resources.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7527957, member: 6795602"] So whack-a-mole is still present it just doesn't occur to the same extent. Your method still has PC's popping right back up when they go down but they go down much less frequently so it doesn't "feel" the same. I'll even go so far as to call it "effectively eliminated" because of the infrequency. I don't think anyone is advocating for most fights to be so hard that they always are potential TPK's. At least I'm not. I doubt this was the case but, if your fights before were really so challenging that TPK was a real threat in most combats then you needed to tone them back somewhat regardless of whack-a-mole Somewhat, counter-intuitively, in games where death occurs at 0, you can challenge the PC's with less because it's relatively easy to kill 1 PC when they die at 0. A death of even 1 PC is a significant consequence that doesn't require an enemy group that is really going to be capable of causing a TPK (barring the absolute most unfortunate rolls for the PC's). Ultimately death at 0 style games can make each battle be challenging with an actual consequence the players will care about without forcing potential TPK producing encounters. The upside is that whether you have 1, 2, 3, 4, etc encounters a day the PC's still feel challenged because even in combats they feel the group will likely win, there's always the chance one of them don't live through it. Contrast this to your solution, you make the first 5 encounters boring because there is no real threat of any significant consequence, TPK is very unlikely with your easier spread out fights and individual PC death is very unlikely as well except in the final encounter because of lack of party resources. [/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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