Parmandur
Book-Friend, he/him
I like the idea of giving a little bite to going down, and resource atteition is the name of the game.Yes, I use it to incentivize NOT going to 0. It works reasonably well.
I like the idea of giving a little bite to going down, and resource atteition is the name of the game.Yes, I use it to incentivize NOT going to 0. It works reasonably well.
It seems like exhaustion is the -1 to all rolls per level of exhaustion that it was in UA at some point. And I know some people here have certainly thought of having such a house rule, if exhaustion was stacking -1's.
I did implement it.It seems like exhaustion is the -1 to all rolls per level of exhaustion that it was in UA at some point. And I know some people here have certainly thought of having such a house rule, if exhaustion was stacking -1's.
For me, I don't care about going to 0 or not. I just want to reduce the number of whack-a-mole PCs and the exhaustion mechanic does a good job of that.Yes, I use it to incentivize NOT going to 0. It works reasonably well.
This seems a bit backwards IMO...My re-organized Exhaustion chart (that moves the more onerous penalties further down) is as follows:
Lvl 1: Speed reduced to half.
Lvl 2: Max HP reduced to half.
Lvl 3: Disadvantage on attack rolls, saving throws, and STR, DEX, CON ability checks.
Lvl 4: Disadvantage on INT, WIS, CHA ability checks.
Lvl 5: Unconscious.
Lvl 6: Death.
Using this chart for a failed death saves replacement has worked wonders.