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House Rule: Using Concentration to remain Conscious at 0hp. Feedback wanted!
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<blockquote data-quote="Talltomwright" data-source="post: 8539244" data-attributes="member: 7015385"><p>I’d really appreciate some feedback on a house rule. There have been several posts over the years trying to do the same thing, but here’s my variation.</p><p></p><p>Dying over several rounds in a pool of your own blood isn’t the kind of ending I would like for my PCs, and it doesn't match the fiction I enjoy. I would like the option for them to go out fighting, or managing to avoid a TPK by sacrificing themselves to give one last healing spell to a comrade, or throwing themselves and the Big Bad into some lava. But the current death saves rules don’t allow for that.</p><p></p><p>My design goals are:</p><ul> <li data-xf-list-type="ul">To find a way for PCs to stay conscious to pull off the last heroic deed.</li> <li data-xf-list-type="ul">For it to be a dangerous gamble, speeding up the character’s demise.</li> <li data-xf-list-type="ul">For it to not break the game (for example, by providing a consequence free chance to neck a potion and carry on as if nothing had happened.)</li> <li data-xf-list-type="ul">If the gamble pays off I want it to have a short-term negative consequence too.</li> <li data-xf-list-type="ul">I want it to be as easy for players to understand as possible, by being simple and written clearly using 5e consistent language and familiar concepts.</li> </ul><p>So here’s my attempt:</p><p></p><p><strong><u>Using Concentration in to remain Conscious at 0hp</u></strong></p><p><strong></strong></p><p><strong>When you are reduced to 0 hp you may choose to attempt to use Concentration to stay Conscious.</strong> If you wish to to do this make a <u>Constitution</u> saving throw, where the DC equals 10 or half the damage which took you to 0hp, whichever number is higher. You automatically lose Concentration on any other spells or affects. You can voluntarily end your concentration and go unconscious at any time.</p><p></p><p><strong>Staying conscious places your body under great strain. </strong>At the beginning of every round in which you are conscious at 0hp you take one level of exhaustion and make a Death Save at disadvantage. (Normal rules for rolling a 1 or 20 apply.)</p><p></p><p><strong>Staying conscious reopens your wounds. </strong>Whilst concentrating on remaining conscious you cannot be stabilized by any means (for example, by a medicine check, healer’s kit or Spare the Dying) except by being bought back to 1 hp.</p><p></p><p>Only successful Death Saves whilst Unconscious count towards the three needed to become stable.</p><p></p><p><strong>Taking further damage places you in greater peril. </strong>If you take further damage whilst conscious you must make concentration checks in addition to taking failed death saves, as per the normal rules for concentration and death saves.</p><p></p><p>I would love feedback on whether this meets my goals; how can I make sure it’s fair, simple and clearly expressed?</p></blockquote><p></p>
[QUOTE="Talltomwright, post: 8539244, member: 7015385"] I’d really appreciate some feedback on a house rule. There have been several posts over the years trying to do the same thing, but here’s my variation. Dying over several rounds in a pool of your own blood isn’t the kind of ending I would like for my PCs, and it doesn't match the fiction I enjoy. I would like the option for them to go out fighting, or managing to avoid a TPK by sacrificing themselves to give one last healing spell to a comrade, or throwing themselves and the Big Bad into some lava. But the current death saves rules don’t allow for that. My design goals are: [LIST] [*]To find a way for PCs to stay conscious to pull off the last heroic deed. [*]For it to be a dangerous gamble, speeding up the character’s demise. [*]For it to not break the game (for example, by providing a consequence free chance to neck a potion and carry on as if nothing had happened.) [*]If the gamble pays off I want it to have a short-term negative consequence too. [*]I want it to be as easy for players to understand as possible, by being simple and written clearly using 5e consistent language and familiar concepts. [/LIST] So here’s my attempt: [B][U]Using Concentration in to remain Conscious at 0hp[/U] When you are reduced to 0 hp you may choose to attempt to use Concentration to stay Conscious.[/B] If you wish to to do this make a [U]Constitution[/U] saving throw, where the DC equals 10 or half the damage which took you to 0hp, whichever number is higher. You automatically lose Concentration on any other spells or affects. You can voluntarily end your concentration and go unconscious at any time. [B]Staying conscious places your body under great strain. [/B]At the beginning of every round in which you are conscious at 0hp you take one level of exhaustion and make a Death Save at disadvantage. (Normal rules for rolling a 1 or 20 apply.) [B]Staying conscious reopens your wounds. [/B]Whilst concentrating on remaining conscious you cannot be stabilized by any means (for example, by a medicine check, healer’s kit or Spare the Dying) except by being bought back to 1 hp. Only successful Death Saves whilst Unconscious count towards the three needed to become stable. [B]Taking further damage places you in greater peril. [/B]If you take further damage whilst conscious you must make concentration checks in addition to taking failed death saves, as per the normal rules for concentration and death saves. I would love feedback on whether this meets my goals; how can I make sure it’s fair, simple and clearly expressed? [/QUOTE]
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