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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="Laurefindel" data-source="post: 8143117" data-attributes="member: 67296"><p>My experience with this is that « strategic options » is mostly an illusion; characters are forced to go « all in » with increasingly debilitating penalties, resulting in more penalties, and a quicker death than anticipated. Your basic penalties are pretty harsh as they are, but stacking them with exhaustion might be too crippling.</p><p></p><p>character takes hit, drop to 0hp, receives exhaustion level.</p><p>Baddies might be tempted to take another swing if the character is still up and a potential treat, with advantage (or against save made with disadvantage), resulting in another exhaustion level or two.</p><p></p><p>so character starts their turn with disadvantage on ability checks and saving throws, half speed, only one action, no reaction, and are attacked with advantage. If they were hit by a baddie before their first turn, they also have disadvantage on attack rolls and remaining saves. If they don’t play dead, they’ll be attacked again with advantage, taking, say, another exhaustion level, plus another one at the beginning of its turn. Character now has half hp and a speed of 0. They better do something fast because at the beginning of the next round, they die. Even if they somehow regained hp in the meantime, they’ll need several nights to back to full health.</p><p></p><p>not to say that the death spiral principle isn’t fun, and taking a few nights to heal injuries is still stupid fast, but it’s a long way from standard D&D.</p><p></p><p>my suggestions:</p><ul> <li data-xf-list-type="ul">leave design room for unconscious characters</li> <li data-xf-list-type="ul">leave design room for hurt but stable characters.</li> <li data-xf-list-type="ul">let character play their turn before next level of penalties plays in, or don’t give first exhaustion level right off (to avoid the double exhaustion effect of first round.</li> </ul></blockquote><p></p>
[QUOTE="Laurefindel, post: 8143117, member: 67296"] My experience with this is that « strategic options » is mostly an illusion; characters are forced to go « all in » with increasingly debilitating penalties, resulting in more penalties, and a quicker death than anticipated. Your basic penalties are pretty harsh as they are, but stacking them with exhaustion might be too crippling. character takes hit, drop to 0hp, receives exhaustion level. Baddies might be tempted to take another swing if the character is still up and a potential treat, with advantage (or against save made with disadvantage), resulting in another exhaustion level or two. so character starts their turn with disadvantage on ability checks and saving throws, half speed, only one action, no reaction, and are attacked with advantage. If they were hit by a baddie before their first turn, they also have disadvantage on attack rolls and remaining saves. If they don’t play dead, they’ll be attacked again with advantage, taking, say, another exhaustion level, plus another one at the beginning of its turn. Character now has half hp and a speed of 0. They better do something fast because at the beginning of the next round, they die. Even if they somehow regained hp in the meantime, they’ll need several nights to back to full health. not to say that the death spiral principle isn’t fun, and taking a few nights to heal injuries is still stupid fast, but it’s a long way from standard D&D. my suggestions: [LIST] [*]leave design room for unconscious characters [*]leave design room for hurt but stable characters. [*]let character play their turn before next level of penalties plays in, or don’t give first exhaustion level right off (to avoid the double exhaustion effect of first round. [/LIST] [/QUOTE]
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House Rule Idea: conscious but Exhausted at 0 HP
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