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General Tabletop Discussion
*Dungeons & Dragons
How many of you would implement the drop to 0 HP, get 1 level of exhaustion house rule?
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<blockquote data-quote="AnotherGuy" data-source="post: 9412889" data-attributes="member: 7029930"><p>That is a fair point. My table experience has shown that things that battle against that player mentality are</p><ul> <li data-xf-list-type="ul">In-fiction time constraints and consequences;</li> <li data-xf-list-type="ul">Recharging abilities through HD; and</li> <li data-xf-list-type="ul">DM handing out Inspiration/XP/Milestones (or whatever character growth metric you use) to play to character's TIBF (Traits, Ideals, Bonds, Flaws).</li> </ul><p></p><p>Character's can increase levels in 4 ways in our 5e game</p><p>(a) training, up until a point, requires gold, downtime and possible skill challenge</p><p>(b) through story, possibly achieving a great feat</p><p>(c) experience points earned on TIBF, reflects personal character growth</p><p>(d) timeline events</p><p></p><p></p><p>So, in the new homebrew engine I plan to migrate to after our current 5e 9+year campaign, the <em>pick your injury</em> works fine up to a point until the wound is too great and your choices become far less attractive.</p><p>You buffer the <em>death spiral</em> with an Inspiration point (in this instance called Desperation) at every wound level.</p><p>In this system, Inspiration is not as extreme as in the 5e game, so handing out Inspiration (Desperation) is not as significant, but still extremely useful.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9412889, member: 7029930"] That is a fair point. My table experience has shown that things that battle against that player mentality are [LIST] [*]In-fiction time constraints and consequences; [*]Recharging abilities through HD; and [*]DM handing out Inspiration/XP/Milestones (or whatever character growth metric you use) to play to character's TIBF (Traits, Ideals, Bonds, Flaws). [/LIST] Character's can increase levels in 4 ways in our 5e game (a) training, up until a point, requires gold, downtime and possible skill challenge (b) through story, possibly achieving a great feat (c) experience points earned on TIBF, reflects personal character growth (d) timeline events So, in the new homebrew engine I plan to migrate to after our current 5e 9+year campaign, the [I]pick your injury[/I] works fine up to a point until the wound is too great and your choices become far less attractive. You buffer the [I]death spiral[/I] with an Inspiration point (in this instance called Desperation) at every wound level. In this system, Inspiration is not as extreme as in the 5e game, so handing out Inspiration (Desperation) is not as significant, but still extremely useful. [/QUOTE]
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General Tabletop Discussion
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How many of you would implement the drop to 0 HP, get 1 level of exhaustion house rule?
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