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General Tabletop Discussion
*TTRPGs General
Is Losing your Turn The Worst That Can Happen
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9571483" data-attributes="member: 15882"><p>It sucks but it's not nearly as bad now that they changed death/dying to death saves. It was the worst when you got knocked out in 3.5 and had -7 Hp and had to sit there for the rest of the combat, waiting for it to end. Maybe you'd get to make a death save to stabilize every round. Maybe someone would heal you and do <em>not quite enough</em> healing to revive you. But really, you could be out of the game for an hour or longer. We made a house-rule that let you stay conscious when in negatives so you could act with extreme penalties. It was dangerous to do so but it was an option, at least.</p><p></p><p>Getting held sucks and it was worse in previous editions but, in 5e it's not a big deal since there are SO many ways to counter it. Make your save, attack the target so they are forced to make a concentrations save. Honestly, I don't know why people go on about Hold Person. If you get held, and your team isn't trying to smack the spellcaster over and over to force a concentration save, then your team is partially responsible for the fact you've been sitting out for too long.</p><p></p><p>I know that this thread came out of the gold dragon banishment thing. I could see that fight as being potentially frustrating. More for the fact that you get banished, spend three rounds moving back to the combat and then getting banished again.</p><p></p><p>It would be neat if you could have the choice of losing something important in order to break an enchantment. Maybe you lose access to a character ability for the day, or are slowed to 10 feet and suffer -5 to all attacks until the enchantment is done...then you'd have the choice. But it would need to be a heavy enough penalty to not make it an automatic choice when you failed a save.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9571483, member: 15882"] It sucks but it's not nearly as bad now that they changed death/dying to death saves. It was the worst when you got knocked out in 3.5 and had -7 Hp and had to sit there for the rest of the combat, waiting for it to end. Maybe you'd get to make a death save to stabilize every round. Maybe someone would heal you and do [I]not quite enough[/I] healing to revive you. But really, you could be out of the game for an hour or longer. We made a house-rule that let you stay conscious when in negatives so you could act with extreme penalties. It was dangerous to do so but it was an option, at least. Getting held sucks and it was worse in previous editions but, in 5e it's not a big deal since there are SO many ways to counter it. Make your save, attack the target so they are forced to make a concentrations save. Honestly, I don't know why people go on about Hold Person. If you get held, and your team isn't trying to smack the spellcaster over and over to force a concentration save, then your team is partially responsible for the fact you've been sitting out for too long. I know that this thread came out of the gold dragon banishment thing. I could see that fight as being potentially frustrating. More for the fact that you get banished, spend three rounds moving back to the combat and then getting banished again. It would be neat if you could have the choice of losing something important in order to break an enchantment. Maybe you lose access to a character ability for the day, or are slowed to 10 feet and suffer -5 to all attacks until the enchantment is done...then you'd have the choice. But it would need to be a heavy enough penalty to not make it an automatic choice when you failed a save. [/QUOTE]
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