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<blockquote data-quote="Wrathamon" data-source="post: 7583621" data-attributes="member: 7989"><p>* I have an injury save on reaching zero HP or any hits that cause an automatic death save and use an Injury Table similar to the one in DMG or XGtE (cant remember which has it) but it has more based on the damage type.</p><p>* You do not fall unconscious at 0 HP but are instead stunned. First failed death save you fall unconscious. If for any reason you remove the stun you're at 1hp. Allows players to still follow the action in combat and briefly talk (like hey heal me <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />er) without metagaming it. also you can do some cool rp. I did have it be a Con save on a failed death save to fall, but it got to be too much. </p><p>* Critical Success on Initiative (advantage on your next action) Critical Failure on Initiative (half movement for the first turn)</p><p>* Dicepool for general inspiration (anyone can use) if used, I make a tower of dice. I add dice if players are taking a long time in game time or taking a short rest, etc. If for any reason the tower falls there is a chance for a random encounter (or escalation of an encounter) based on the number of 1s rolled on the dice.</p><p>* Primitive weapons. Break on a 1 or 20 on the attack roll. If a 20 they do an extra die of damage. regular or magic weapons do not break. </p><p>* No ASI only Feats. Only doing it in one game. It was a game were we rolled random stats and classes. It is working for that game. We added 1 HB feat that is basically an ASI. </p><p>* Holding Breath - uses regular rules when you're just holding your breath. You can hold your breath half the time if you're doing anything else but hold your breath (movement,fighting, etc)</p><p>* Falling damage is less random and slightly more deadly on avg. I use a modifier on the damage instead of more dice per 10 feet.</p><p>* Need Food/water or healing kits to use HD on short rests.</p><p>* Do not gain HD back on long rests unless you're in practical location with a bed or something similar.</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 7583621, member: 7989"] * I have an injury save on reaching zero HP or any hits that cause an automatic death save and use an Injury Table similar to the one in DMG or XGtE (cant remember which has it) but it has more based on the damage type. * You do not fall unconscious at 0 HP but are instead stunned. First failed death save you fall unconscious. If for any reason you remove the stun you're at 1hp. Allows players to still follow the action in combat and briefly talk (like hey heal me :):):):)er) without metagaming it. also you can do some cool rp. I did have it be a Con save on a failed death save to fall, but it got to be too much. * Critical Success on Initiative (advantage on your next action) Critical Failure on Initiative (half movement for the first turn) * Dicepool for general inspiration (anyone can use) if used, I make a tower of dice. I add dice if players are taking a long time in game time or taking a short rest, etc. If for any reason the tower falls there is a chance for a random encounter (or escalation of an encounter) based on the number of 1s rolled on the dice. * Primitive weapons. Break on a 1 or 20 on the attack roll. If a 20 they do an extra die of damage. regular or magic weapons do not break. * No ASI only Feats. Only doing it in one game. It was a game were we rolled random stats and classes. It is working for that game. We added 1 HB feat that is basically an ASI. * Holding Breath - uses regular rules when you're just holding your breath. You can hold your breath half the time if you're doing anything else but hold your breath (movement,fighting, etc) * Falling damage is less random and slightly more deadly on avg. I use a modifier on the damage instead of more dice per 10 feet. * Need Food/water or healing kits to use HD on short rests. * Do not gain HD back on long rests unless you're in practical location with a bed or something similar. [/QUOTE]
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