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General Tabletop Discussion
*Dungeons & Dragons
House Rule Idea: conscious but Exhausted at 0 HP
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<blockquote data-quote="Necrozius" data-source="post: 8143099" data-attributes="member: 7027128"><p>I was toying this this sort of thing myself (hating the whole "whack-a-mole" concept too).</p><p></p><p>But I always felt that the game got too complex. Instead, I took a page from games like Fate:</p><ul> <li data-xf-list-type="ul">When a character is reduced to below half their HP total (not current score, but normal maximum), I tell the player that they are Injured</li> <li data-xf-list-type="ul">Injured is just a "tag", meaning that mechanically it doesn't do anything at all, but their character has a nasty cut, burn or whatever. This is treated like a character Flaw.</li> <li data-xf-list-type="ul">When someone is Injured, the player can choose to take Disadvantage to an ability check or Saving throw due to their injury. When they do this, they take a point of Inspiration. GM gets to veto this, however, as the dice roll has to matter (dramatically or otherwise) and can't be negated with use of Inspiration or other mechanics that would counter it.</li> <li data-xf-list-type="ul">Conversely, the GM can grant Advantage to an enemy Ability check or saving throw by "tagging" that PC's injury. The PC then gets a point of Inspiration.</li> </ul><p>As for dropping to zero HP, regardless of magical healing (instant or otherwise) the character gets a scar each and every time, or if they're playing "whack-a-mole", getting raised over and over again in a single battle, it is only a single Scar but is much more severe. The scar is permanent (perhaps only removable by high powered magic). The player has input on the nature of the scar and it gets added to their Character Flaws, which can be "tagged" to cause complications and problems later (also as a source for gaining Inspiration).</p><p></p><p>I've only tried this out a little, but my players have liked it a lot. Plenty of roleplaying opportunities, that's for sure.</p></blockquote><p></p>
[QUOTE="Necrozius, post: 8143099, member: 7027128"] I was toying this this sort of thing myself (hating the whole "whack-a-mole" concept too). But I always felt that the game got too complex. Instead, I took a page from games like Fate: [LIST] [*]When a character is reduced to below half their HP total (not current score, but normal maximum), I tell the player that they are Injured [*]Injured is just a "tag", meaning that mechanically it doesn't do anything at all, but their character has a nasty cut, burn or whatever. This is treated like a character Flaw. [*]When someone is Injured, the player can choose to take Disadvantage to an ability check or Saving throw due to their injury. When they do this, they take a point of Inspiration. GM gets to veto this, however, as the dice roll has to matter (dramatically or otherwise) and can't be negated with use of Inspiration or other mechanics that would counter it. [*]Conversely, the GM can grant Advantage to an enemy Ability check or saving throw by "tagging" that PC's injury. The PC then gets a point of Inspiration. [/LIST] As for dropping to zero HP, regardless of magical healing (instant or otherwise) the character gets a scar each and every time, or if they're playing "whack-a-mole", getting raised over and over again in a single battle, it is only a single Scar but is much more severe. The scar is permanent (perhaps only removable by high powered magic). The player has input on the nature of the scar and it gets added to their Character Flaws, which can be "tagged" to cause complications and problems later (also as a source for gaining Inspiration). I've only tried this out a little, but my players have liked it a lot. Plenty of roleplaying opportunities, that's for sure. [/QUOTE]
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House Rule Idea: conscious but Exhausted at 0 HP
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