FrogReaver
The most respectful and polite poster ever
A fairly typical way of playing 5e is to never/rarely have enemies target downed and dying PC's. There's a good reason for this style becoming common - something feels unnatural about having enemies engage in what everyone knows is currently a non-threat when other PC's are there trying to kick their butts. However, I'm starting to believe this is an unintended playstyle and is the culprit for many of the issues with 5e. Whack-a-mole, overall deadliness, short rest/long rest imbalance, etc.
I also believe there's a strong way to fictionally justify attacking downed PC's so that you don't have to feel like the 'bad guy' for doing so. Just tell the players the enemies can perceive if you are dead or not, but simply don't know how long you are going to stay down if you are still living and so finishing you off before you have a chance to potentially get back up is typically their best course of action. Now they know they are going to be targeted and can plan accordingly.
So what downstream impacts does shifting to this 'attack downed PCs' playstyle accomplish?
1. The game becomes a bit more deadly. PC's lives actually get to be threatened without TPK level threats.
2. Even after encounters where a few players are lightly injured (lost 10% to 25% of their max hp) they will want to recover hp - because death is a real possibility if they get downed and having max hp really helps mitigate the chance that happens. One of the most likely methods to recover a bit of hp after being injured is a Short Rest and so Short Rests will start to increase as the party as a whole finds them more useful. Because of this, short rest and long rest classes start to feel more balanced.
3. Because no one wants to be downed due to risk of death being high when downed then whack-a-mole is completely eliminated - and midcombat healing before allies drop becomes a thing. Also, when a PC does get downed and you are able to heal them up and keep them from death it feels extraordinary and becomes a memorable moment instead of a normal and expected occurrence.
Thoughts?
I also believe there's a strong way to fictionally justify attacking downed PC's so that you don't have to feel like the 'bad guy' for doing so. Just tell the players the enemies can perceive if you are dead or not, but simply don't know how long you are going to stay down if you are still living and so finishing you off before you have a chance to potentially get back up is typically their best course of action. Now they know they are going to be targeted and can plan accordingly.
So what downstream impacts does shifting to this 'attack downed PCs' playstyle accomplish?
1. The game becomes a bit more deadly. PC's lives actually get to be threatened without TPK level threats.
2. Even after encounters where a few players are lightly injured (lost 10% to 25% of their max hp) they will want to recover hp - because death is a real possibility if they get downed and having max hp really helps mitigate the chance that happens. One of the most likely methods to recover a bit of hp after being injured is a Short Rest and so Short Rests will start to increase as the party as a whole finds them more useful. Because of this, short rest and long rest classes start to feel more balanced.
3. Because no one wants to be downed due to risk of death being high when downed then whack-a-mole is completely eliminated - and midcombat healing before allies drop becomes a thing. Also, when a PC does get downed and you are able to heal them up and keep them from death it feels extraordinary and becomes a memorable moment instead of a normal and expected occurrence.
Thoughts?