FrogReaver
The most respectful and polite poster ever
So I take it your issue with the current system is that it doesn’t create enough tension when a character goes down?
That's a concise way of stating it.
So I take it your issue with the current system is that it doesn’t create enough tension when a character goes down?
No, that helps. Quote a lot, in fact. You may have said all this “before,” but you did not say it in the opening post of this thread, and I am not aware of the entirety of your posting history.I'm really not trying to sound like a broke record here. I don't find 5e death saves fun. I want death to be more instant and more likely (maybe not more likely at low levels). 5e Death saves prolong a player death and make it very unlikely the die without a complete party wipe. I'm fairly certain I've said all this before so I doubt it helps but I don't know what more I can really define for you on this.
That was the exact same question!Specific questions are better.
See, that’s a helpful answer. That tells me that I shouldn’t bother suggesting solutions that involve such states unless they satisfy your other design goals extremely well. That will help focus my design.I don't know of any implementation I particularly care for but I'm not willing to rule such a thing out entirely. I don't know all implementations etc.
If you aren’t willing to rule it out completely, just tell me THAT. Telling me “It’s fine if it’s fun” is meaningless because I can’t read your mind and I don’t know what’s fun to you. Telling me “I don’t generally like such mechanics, but I’m not totally closed to the possibility” is useful information.Which is why I responded previously with whatever is more fun because I wasn't rulling it out completely
Well, they didn’t.even though my comments about death spirals should have given you a fairly informed guess that I generally disliked them as most mechanics like that end up having a high death spiral effect.
tldr: In addition to OP's original suggestion - PC @ 1st level max hp rolls with disadvantage.
I am trying to figure out how to be helpful, but I am struggling after reading through the thread.
Let's see if I have the OP's original favorite solution right - jack up first level hit points and when you hit 0 the PC is dead.
Then I think the OP adjusted his/her original position some, but I admit I am not sure.
So, I think the OP is looking for a solution that makes the PCs a little hardier in hps, but out of action = dead.
IMC, this would lead to the PCs running away from tight or closely fought combats - is that a/the design goal?
I could be completely wrong - so forgive my confusion.
Perhaps using the OPs original formula for 1st level hps you go a step further and when a PC reaches Level HP Max plus Constitution modifier they start rolling with disadvantage. That would certainly supply a red flag for PCs.
That's a concise way of stating it.
Cool, I'm actually getting an idea I kinda like:
Keep instant death at negative max hps.
Track & heal from negative hps, so reduced whack-a-mole incintives.
When dropped to 0, you're unconscious 1d4 hrs, wake up with 1hp.
When dropped below 0 you die, unless you have HD left, then you can roll 1 or more HD, if the result is greater than your current negative hps, you wake up in 1d4 hrs (or sooner if healed) with hps equal to the number you exceeded the negatives by.
If not, you die.
Advantages: removes the perverse incentive to whack-a-mole, enables the left-for-dead trope, gives tough classes and higher level characters better chances to survive, makes managing HD a more important consideration.
Gotcha. I can work with that.