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General Tabletop Discussion
*Dungeons & Dragons
I hate death saves. Propose your solution.
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<blockquote data-quote="OB1" data-source="post: 7464397" data-attributes="member: 6796241"><p>[MENTION=6795602]FrogReaver[/MENTION] My house rule for this is that you no longer drop unconscious at 0 HP. Instead, players roll a death save when they reach 0 HP or take damage while at 0 HP, gaining a level of exhaustion on a failure (I also added a few exhaustion levels and fiddled with the order, and allow spending half your level in hit dice after a short or long rest to remove a level of exhaustion, but won't get into those details here). I don't think the you like how this creates a "death spiral", but for me, it's encouragement to stay away from 0 HP in the first place and allows for cinematic moments when they do.</p><p></p><p>Looking at some of the suggestions and feedback in the thread, another solution came to mind. Curious as to your thoughts on this frogreaver.</p><p></p><p>When you reach 0HP or take damage while at 0 HP, make a death saving throw. On a success, you are unconscious and stable at 0 HP, awaking with 1 HP in 1d4 hours if not otherwise healed. On a failure, you die. However, PCs are not like regular folk. Whether touched by the gods or just plain lucky, players have a knack for not dying when others do. A PC begins their career with three Plot Armor Points. Whenever a PC fails a death saving throw, they can spend a Plot Armor Point to choose to succeed instead. When they do, they also have advantage on any additional Death Saves for the next minute. No magic or divine intervention can ever replace these points, not even Wish. Once a player has used up this special resource, it's gone forever.</p><p></p><p>My thinking is this makes death saves more dramatic, as the stakes are higher right from the first roll. At the same time the Plot Armor Points allows low level PCs to get around some bad luck in the levels before resurrection becomes an option, while also making resurrection magic more essential at higher levels.</p></blockquote><p></p>
[QUOTE="OB1, post: 7464397, member: 6796241"] [MENTION=6795602]FrogReaver[/MENTION] My house rule for this is that you no longer drop unconscious at 0 HP. Instead, players roll a death save when they reach 0 HP or take damage while at 0 HP, gaining a level of exhaustion on a failure (I also added a few exhaustion levels and fiddled with the order, and allow spending half your level in hit dice after a short or long rest to remove a level of exhaustion, but won't get into those details here). I don't think the you like how this creates a "death spiral", but for me, it's encouragement to stay away from 0 HP in the first place and allows for cinematic moments when they do. Looking at some of the suggestions and feedback in the thread, another solution came to mind. Curious as to your thoughts on this frogreaver. When you reach 0HP or take damage while at 0 HP, make a death saving throw. On a success, you are unconscious and stable at 0 HP, awaking with 1 HP in 1d4 hours if not otherwise healed. On a failure, you die. However, PCs are not like regular folk. Whether touched by the gods or just plain lucky, players have a knack for not dying when others do. A PC begins their career with three Plot Armor Points. Whenever a PC fails a death saving throw, they can spend a Plot Armor Point to choose to succeed instead. When they do, they also have advantage on any additional Death Saves for the next minute. No magic or divine intervention can ever replace these points, not even Wish. Once a player has used up this special resource, it's gone forever. My thinking is this makes death saves more dramatic, as the stakes are higher right from the first roll. At the same time the Plot Armor Points allows low level PCs to get around some bad luck in the levels before resurrection becomes an option, while also making resurrection magic more essential at higher levels. [/QUOTE]
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I hate death saves. Propose your solution.
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