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Making Combat Mean Something [+]
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<blockquote data-quote="Flamestrike" data-source="post: 8934767" data-attributes="member: 6788736"><p>It does stop (or seriously hamper) you from using your abilities <em>as a martial</em>.</p><p></p><p>Rogues are totally denied sneak attack class feature with even a single level of exhaustion.</p><p></p><p>Vs AC 15 a 7th level Rogue (Dex 20, shortsword) has a DPR of 15 (65 percent chance of 4d6+5). The same Rogue with a single level of exhaustion has a DPR of 4 (42 percent chance of 1d6+5).</p><p></p><p>Fighters core class feature is 'making attacks'. You're imposing disadvantage on those attacks, which is seriously harming their core class feature, which is 'Fighting'.</p><p></p><p></p><p></p><p>Casters will utterly dominate in such a game. Firstly, you're penalizing martials far more than casters with exhaustion (for no other reason than doing their jobs) and secondly, you're running a game where Casters only ever have to deal with a few encounters before getting back their entire suite of spells (meaning they can nova with relative impunity).</p><p></p><p>Now not only <strong>can </strong>they Nova much more easily, they're <strong>also encouraged to do so</strong>, in order to avoid everyone getting levels of exhaustion. Nuke them, before they nuke us, then fall back to long rest.</p><p></p><p>If you want 'rocket tag' to be the games default play style, your rule changes are the way to go.</p><p></p><p></p><p>Simply making failed death saves stack (even after being brought to positive HP) does this, without forcing a player to play a crippled PC. They drop by 1 save per long rest, and if ever brought to 3 failed saves, you die.</p><p></p><p>Let me give you an extreme example. Say I brought in a rule that 'any PC reduced to half HP or less, takes a -10 penalty to all D20 rolls, till that PC finishes a long rest'.</p><p></p><p>What would be the natural consequence of that rule? That meta channels players into seeking to avoid getting hit (avoid heroics, play ranged PCs or casters) and further channels them into Long resting as soon as they have the above penalty (grinding play to a halt, and forcing the DM to do extra work to maintain pacing) or alternatively into playing the game without having any fun.</p><p></p><p>While your goals might be noble, none of those things are desirable outcomes.</p><p></p><p></p><p></p><p>If you want more co-operation from your PCs, or to increase the stakes for them as your goals, there are other ways of doing it, without forcing your players to not have fun, or implementing a rule that pushes them towards the 5MWD, Nova strikes, and massive class imbalance.</p><p></p><p>Pause for a second and consider the above sentence. Trust me mate, I dont doubt your goals are sincere, I just want you to step back and consider that there are better ways of achieving those goals, that dont also have an adverse effect elsewhere.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8934767, member: 6788736"] It does stop (or seriously hamper) you from using your abilities [I]as a martial[/I]. Rogues are totally denied sneak attack class feature with even a single level of exhaustion. Vs AC 15 a 7th level Rogue (Dex 20, shortsword) has a DPR of 15 (65 percent chance of 4d6+5). The same Rogue with a single level of exhaustion has a DPR of 4 (42 percent chance of 1d6+5). Fighters core class feature is 'making attacks'. You're imposing disadvantage on those attacks, which is seriously harming their core class feature, which is 'Fighting'. Casters will utterly dominate in such a game. Firstly, you're penalizing martials far more than casters with exhaustion (for no other reason than doing their jobs) and secondly, you're running a game where Casters only ever have to deal with a few encounters before getting back their entire suite of spells (meaning they can nova with relative impunity). Now not only [B]can [/B]they Nova much more easily, they're [B]also encouraged to do so[/B], in order to avoid everyone getting levels of exhaustion. Nuke them, before they nuke us, then fall back to long rest. If you want 'rocket tag' to be the games default play style, your rule changes are the way to go. Simply making failed death saves stack (even after being brought to positive HP) does this, without forcing a player to play a crippled PC. They drop by 1 save per long rest, and if ever brought to 3 failed saves, you die. Let me give you an extreme example. Say I brought in a rule that 'any PC reduced to half HP or less, takes a -10 penalty to all D20 rolls, till that PC finishes a long rest'. What would be the natural consequence of that rule? That meta channels players into seeking to avoid getting hit (avoid heroics, play ranged PCs or casters) and further channels them into Long resting as soon as they have the above penalty (grinding play to a halt, and forcing the DM to do extra work to maintain pacing) or alternatively into playing the game without having any fun. While your goals might be noble, none of those things are desirable outcomes. If you want more co-operation from your PCs, or to increase the stakes for them as your goals, there are other ways of doing it, without forcing your players to not have fun, or implementing a rule that pushes them towards the 5MWD, Nova strikes, and massive class imbalance. Pause for a second and consider the above sentence. Trust me mate, I dont doubt your goals are sincere, I just want you to step back and consider that there are better ways of achieving those goals, that dont also have an adverse effect elsewhere. [/QUOTE]
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