Flamestrike
Legend
Lol. I’ve made them very clear and set my solution for achieving them.
Ok, well if it's not up for debate, why post them in a forum for discussion then?
It seems you've made up your mind. Best of luck to you.
Lol. I’ve made them very clear and set my solution for achieving them.
I really do like the idea of an injuries table - but it creates a lot of tracking and healing long term injuries in 5e. I found the 5e rules for lingering injuries a bit lacking. I like the idea of the player choosing the injuries and how they will roleplay them, and the game effects lasting for as long as the exhaustion does.You have the right idea with the slow healing, but the other two adds too much complexity beyond just "die at 0 hp.".
Having a player roll for an injury (broken arm/leg, et cet) is a very cool idea though, I've wanted to employ something like that myself.
It might be better if you have the character roll for those injuries (even mental trauma) once they've reached below their level in hit points, and leave the dead-at-zero rule alone. This would even be compatible with the bloodied mechanic from 4e, and to simplify things, the character starts to bleed out once at or below that bloodied threshold. You get knocked unconscious if you fail a CON save after taking critical damage.
To see what people thought of them. You’ve had your say and I’ve listened… and agreed to an extent. 1D&D exhaustion is better as it doesn’t involve advantage and we need to affect casters too. You’re pretty categorically against even the principle of it though, so we’re clearly not on the same wavelength beyond that. We want different things from the game so I don’t really see the point of trying to convince you why I should want something, when I could be discussing with other folks reasonable amendments.Ok, well if it's not up for debate, why post them in a forum for discussion then?
It seems you've made up your mind. Best of luck to you.
Slightly different for 5e and the new 1D&D playtest that I will use. The former has escalating levels 1-6 that have different effects - half move, disadvantage on saves and attacks, half hit points etc.I'm not as familiar with the 5e rules concerning that just yet, been away from RPG's for a while. I will try to look that up later.
How would this exhaustion work? Is it like a penalty to attacks and checks that stacks over combat?
Slightly different for 5e and the new 1D&D playtest that I will use. The former has escalating levels 1-6 that have different effects - half move, disadvantage on saves and attacks, half hit points etc.
You’re right. It’s another reason why the new play test rules work much better with this house rule, on top of the earlier feedback from @Ruin Explorer and @Flamestrike about casters being less effected and some classes being more affected.That's interesting, but you may have trouble building that hierarchy of effects if the player can choose being injured somewhere other than what the exhaustion level might suggest.
Hang on, I may have missed something: Do you mean they can choose the injury, and then a severity is applied to that injury?You’re right. It’s another reason why the new play test rules work much better with this house rule, on top of the earlier feedback from @Ruin Explorer and @Flamestrike about casters being less effected and some classes being more affected.
Sure, but to me something you call "hard data" is not merely gathered in a non-transparent way which is essentially anecdotal and dependent entirely on the DMs involved and what sounds like a game system which isn't D&D, isn't specified, and maybe isn't publicly available at all, but some kind of home-built system?So, death rates by class or class group, then? OK.
Er...why not? It's far more concrete than someone sayng "Well, going by what I've seen I think the death rate for warriors is x but the death rate for casters is y". Those observations are nigh-meaningless even if only talking about your own game if you don't have actual numbers to back it up.
Same goes for other game stats e.g. what classes or species get rolled up and-or played how often, etc.