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Making Combat Mean Something [+]
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<blockquote data-quote="TheSword" data-source="post: 8933108" data-attributes="member: 6879661"><p>So it will be no secret that I have long been looking for a way to make combat more meaningful - instead of the whack-a-mole - sacks of hit points that opponents turn into in 5e. I want their to be a real risk of dying and not just because the GM targeted a fallen PC. I want PCs to view combat as a risk and think about ways to improve their odds or avoid it all together.</p><p></p><p>I’d like to recreate the danger of combat with three simple rules which I hope in combination will make combat far more meaningful - and interesting to me as a DM.</p><p></p><p>- Firstly dropping to 0 hp doesn’t mean unconscious. It means a serious wound - a real medical emergency but not completely out. They still take death saves as normal but when on 0 hp characters can’t rise from prone but can take a single bonus action, a single action, or move (but not stand up). Taking any action or move forces them to make an additional death save.</p><p></p><p>- Secondly, I’ll be using the slow healing rules. Spending HD is the only way to regain wounds, which represent bandaging and rest. No spending 8 hours to wake fresh as a daisy.</p><p></p><p>- Thirdly, and this is the doozy, I want dropping to 0 hp to cause the Pc to gain 1d6 levels of exhaustion. Yes the PC has a 1/6 chance of dying instantly when dropped to 0 hp. When their head gets lopped off. The exhaustion represents their wound - which they are free to describe as they like. When their exhaustion is gone (through the normal means) their wound is gone.</p><p></p><p>This campaign won’t be the typical dungeon crawl hack and slash. Combats will be rarer - one to three per day. With most adventures to have 1-3 combats potentially. It will also mostly be operating at a low-ish level 3-7. What are peoples though, could it work cohesively.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8933108, member: 6879661"] So it will be no secret that I have long been looking for a way to make combat more meaningful - instead of the whack-a-mole - sacks of hit points that opponents turn into in 5e. I want their to be a real risk of dying and not just because the GM targeted a fallen PC. I want PCs to view combat as a risk and think about ways to improve their odds or avoid it all together. I’d like to recreate the danger of combat with three simple rules which I hope in combination will make combat far more meaningful - and interesting to me as a DM. - Firstly dropping to 0 hp doesn’t mean unconscious. It means a serious wound - a real medical emergency but not completely out. They still take death saves as normal but when on 0 hp characters can’t rise from prone but can take a single bonus action, a single action, or move (but not stand up). Taking any action or move forces them to make an additional death save. - Secondly, I’ll be using the slow healing rules. Spending HD is the only way to regain wounds, which represent bandaging and rest. No spending 8 hours to wake fresh as a daisy. - Thirdly, and this is the doozy, I want dropping to 0 hp to cause the Pc to gain 1d6 levels of exhaustion. Yes the PC has a 1/6 chance of dying instantly when dropped to 0 hp. When their head gets lopped off. The exhaustion represents their wound - which they are free to describe as they like. When their exhaustion is gone (through the normal means) their wound is gone. This campaign won’t be the typical dungeon crawl hack and slash. Combats will be rarer - one to three per day. With most adventures to have 1-3 combats potentially. It will also mostly be operating at a low-ish level 3-7. What are peoples though, could it work cohesively. [/QUOTE]
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