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How the game changes when a DM starts to target downed PC's?
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<blockquote data-quote="Blue" data-source="post: 8292421" data-attributes="member: 20564"><p>I want to start with a noticeable increase in lethality should be evenly distributed. Be it simple fairness - a currently balanced concept with a larger downside than others is no longer balanced, or even just the thought that a character hitting zero often is a party failure.</p><p></p><p>I'd like to evaluate this with a split between front-line and ranged characters.</p><p></p><p>Front line characters who go down will likely be in a position that they can be attacked again by one or more foes. Attacks that hit within 5 feet - most of them - are critical hits, which have a greater chance of instant death and also cause two death saves. Two attacks, such as from a single creature with multiattack or two foes that go before the next PC, can kill the character.</p><p></p><p>Ranged characters who go down will less likely have adjacent attackers. Ranged foes will have no better times shooting/casting at them than at downed front line foes. Ranged attacks against prone targets have disadvantage, negating the advantage granted by being unconscious. Less hits will hit, and without an auto-crit it takes more attacks to kill them.</p><p></p><p>It seems that the increase in lethality is a lot more focused on front-line characters. A fighter (battlemaster) as an archer will be a lot less likely to die than the same one acting as a front-liner. That fails the criteria that this change be fairly balanced between different concepts.</p></blockquote><p></p>
[QUOTE="Blue, post: 8292421, member: 20564"] I want to start with a noticeable increase in lethality should be evenly distributed. Be it simple fairness - a currently balanced concept with a larger downside than others is no longer balanced, or even just the thought that a character hitting zero often is a party failure. I'd like to evaluate this with a split between front-line and ranged characters. Front line characters who go down will likely be in a position that they can be attacked again by one or more foes. Attacks that hit within 5 feet - most of them - are critical hits, which have a greater chance of instant death and also cause two death saves. Two attacks, such as from a single creature with multiattack or two foes that go before the next PC, can kill the character. Ranged characters who go down will less likely have adjacent attackers. Ranged foes will have no better times shooting/casting at them than at downed front line foes. Ranged attacks against prone targets have disadvantage, negating the advantage granted by being unconscious. Less hits will hit, and without an auto-crit it takes more attacks to kill them. It seems that the increase in lethality is a lot more focused on front-line characters. A fighter (battlemaster) as an archer will be a lot less likely to die than the same one acting as a front-liner. That fails the criteria that this change be fairly balanced between different concepts. [/QUOTE]
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How the game changes when a DM starts to target downed PC's?
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