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How viable is 5E to play at high levels?
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<blockquote data-quote="OB1" data-source="post: 7228049" data-attributes="member: 6796241"><p>I've been thinking about this topic a lot as I've started to prep the Tier IV portion of the game I've been DMing the last 3 years. I didn't have any issues challenging the players during Tier III, but want give myself some more flexibility as the PCs head off their world and into the Outer Planes. Because this is a change mid campaign, I'll have to get buy in from all the players, but will use in my next campaign for sure. For resting, I've spread the short and long rest mechanics across different time scales by decoupling the healing portions of resting from the power recovery portion.</p><p></p><p>Death Saves</p><p>1. When you drop to 0 HP, make a death saving throw. DC is 10 or the number of hit points below 0 the attack took you, whichever is higher. (change from current)</p><p>2. When you fail a death save, you also gain a level of exhaustion. (change from current)</p><p>3. Death save failures are removable one at a time by a long rest or by Greater Restoration or similar magic. (Currently rule in my campaign has death save failures reset after a short rest)</p><p></p><p>Resting</p><p>Breather - 5 Minute Rest where you can spend Hit Die (current campaign rule)</p><p>Short Rest - 1 hour rest uninterrupted by combat resets short rest abilities (current campaign rule)</p><p>Long Rest - 8 hour rest uninterrupted by combat resets long rest abilities and removes 1 level of exhaustion (modified from current campaign rule)</p><p>Extended Rest - 7 day rest uninterrupted by combat resets HP to Max, returns half level worth of hit die, and removes 1 death save failure (new rule, moving healing portions of long rest to new mechanic)</p></blockquote><p></p>
[QUOTE="OB1, post: 7228049, member: 6796241"] I've been thinking about this topic a lot as I've started to prep the Tier IV portion of the game I've been DMing the last 3 years. I didn't have any issues challenging the players during Tier III, but want give myself some more flexibility as the PCs head off their world and into the Outer Planes. Because this is a change mid campaign, I'll have to get buy in from all the players, but will use in my next campaign for sure. For resting, I've spread the short and long rest mechanics across different time scales by decoupling the healing portions of resting from the power recovery portion. Death Saves 1. When you drop to 0 HP, make a death saving throw. DC is 10 or the number of hit points below 0 the attack took you, whichever is higher. (change from current) 2. When you fail a death save, you also gain a level of exhaustion. (change from current) 3. Death save failures are removable one at a time by a long rest or by Greater Restoration or similar magic. (Currently rule in my campaign has death save failures reset after a short rest) Resting Breather - 5 Minute Rest where you can spend Hit Die (current campaign rule) Short Rest - 1 hour rest uninterrupted by combat resets short rest abilities (current campaign rule) Long Rest - 8 hour rest uninterrupted by combat resets long rest abilities and removes 1 level of exhaustion (modified from current campaign rule) Extended Rest - 7 day rest uninterrupted by combat resets HP to Max, returns half level worth of hit die, and removes 1 death save failure (new rule, moving healing portions of long rest to new mechanic) [/QUOTE]
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