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General Tabletop Discussion
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How the game changes when a DM starts to target downed PC's?
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<blockquote data-quote="FrogReaver" data-source="post: 8287143" data-attributes="member: 6795602"><p>That's a fair observation. Though, while they may play that way, it doesn't necessarily mean it wasn't unintended from a design perspective.</p><p></p><p></p><p>Dead people don't breathe. Unconscious ones do. Doesn't seem that hard. Especially given 5e's hyper combat awareness that's already provided.</p><p></p><p></p><p>This is often true, though not necessarily so. It depends on how the DM has enemies behave and if the 'backline' characters ever make themselves available as a target to take pressure off their allies.</p><p></p><p></p><p>I'm not so sure. Just as an example: A level 3 fighter with plate and defensive style can take about 3 times the punishment that a level 3 bard can take and that's before adding in other abilities that can mitigate damage (2nd wind, battlemaster parry manuever, samurai temp hp, etc). The only unresolved variable is how many enemies go for the fighter vs go for the bard.</p><p></p><p></p><p>I've played death at 0 hp games and even in those we didn't feel forced to have a healing character. Typically if your melee you have damage mitigation abilities. Those go a long way. You can always take the dodge/dash/disengage action if you get low on hp or use a class feature to help. Even monks tend to be fairly tanky when you use the bonus action dodge ability regularly. You also tended to build a bit more defensively overall which resolved alot of the 'glass cannon' issues.</p><p></p><p></p><p>More short rests is a good thing. Most hp will be recovered out of combat still via hit dice or efficient out of combat healing spells.</p><p></p><p></p><p>Even damage falls in that as killing enemies quicker makes you less likely to die. But I'm not sure how quoting a list of pretty much every combat related ability becoming more valuable makes sense - what are they becoming more valuable in relation to?</p><p></p><p></p><p>Thankfully - multiattacking monsters tend to be seen more as you get more hp. Meaning you are less likely to drop to 0 in the first place.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8287143, member: 6795602"] That's a fair observation. Though, while they may play that way, it doesn't necessarily mean it wasn't unintended from a design perspective. Dead people don't breathe. Unconscious ones do. Doesn't seem that hard. Especially given 5e's hyper combat awareness that's already provided. This is often true, though not necessarily so. It depends on how the DM has enemies behave and if the 'backline' characters ever make themselves available as a target to take pressure off their allies. I'm not so sure. Just as an example: A level 3 fighter with plate and defensive style can take about 3 times the punishment that a level 3 bard can take and that's before adding in other abilities that can mitigate damage (2nd wind, battlemaster parry manuever, samurai temp hp, etc). The only unresolved variable is how many enemies go for the fighter vs go for the bard. I've played death at 0 hp games and even in those we didn't feel forced to have a healing character. Typically if your melee you have damage mitigation abilities. Those go a long way. You can always take the dodge/dash/disengage action if you get low on hp or use a class feature to help. Even monks tend to be fairly tanky when you use the bonus action dodge ability regularly. You also tended to build a bit more defensively overall which resolved alot of the 'glass cannon' issues. More short rests is a good thing. Most hp will be recovered out of combat still via hit dice or efficient out of combat healing spells. Even damage falls in that as killing enemies quicker makes you less likely to die. But I'm not sure how quoting a list of pretty much every combat related ability becoming more valuable makes sense - what are they becoming more valuable in relation to? Thankfully - multiattacking monsters tend to be seen more as you get more hp. Meaning you are less likely to drop to 0 in the first place. [/QUOTE]
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