Maxperson
Morkus from Orkus
Druid's "no metal" being the single only morally-driven restriction in the whole game.
At-will Guidance.
The Paladin's "no evil" is only about morals. Most of the paladin's restrictions are.
Druid's "no metal" being the single only morally-driven restriction in the whole game.
At-will Guidance.
My biggest frustration is the Inspiration mechanic. It's either forgotten by players or annoyingly sought after by power gamer types.
Also dislike backgrounds. I think they should be more general. Like "my character was a soldier and I fought goblins so my character should be able to speak goblin and get a bonus to track them." Or maybe your acolyte character has the ability to turn undead once per day?
In 3e, there was a (spell?) (prestige class feature?) to do just that. I do not remember where I saw it, though. -sigh-
I can't answer for others, but for me it's because if you are one death save from dying, you shouldn't be able to run around 8 hours later like nothing ever happened without some serious magic healing involved. If you CAN just run around like nothing happened after only 8 hours of rest, then there was absolutely nothing that should have required even a single death save.
I added one level of exhaustion for each time a PC dropped to zero HP. As it turned out, no PC every dropped to 0 HP more than once per long rest, and that's with long rests of one week. PCs routinely dropped to 0 HP, don't get me wrong.
...
I'd use it again, even if the actual effect in play was slight. I think the psychological effect is worth it even if it was never greater than level 1 exhaustion.
With a single level of exhaustion, and a full week of rest to remove it so it's sticking around, I'm absolutely boggled how the "actual effect in play was slight." That gives disadvantage on every ability check. 99% of non-combat mechanical interaction is ability (/skill) checks. This would have been devastating at any table I have played at or run, ruining the character for every pillar of play except combat for the entire adventure.
It didn't show a mechanical impact because players fear it, so they don't drop as oftenWith a single level of exhaustion, and a full week of rest to remove it so it's sticking around, I'm absolutely boggled how the "actual effect in play was slight." That gives disadvantage on every ability check. 99% of non-combat mechanical interaction is ability (/skill) checks. This would have been devastating at any table I have played at or run, ruining the character for every pillar of play except combat for the entire adventure.
It didn't show a mechanical impact because players fear it, so they don't drop as often