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Most frustrating quirk of 5E?
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<blockquote data-quote="5ekyu" data-source="post: 7543916" data-attributes="member: 6919838"><p>Interesting... curious about your results with these, if you are inclined to share.</p><p></p><p>Regarding 9, the 6-8, since it's just an expression of an estimation of how long a party can go without running low on resources and not a rule or even a recommendation/requirement for anyone's game to follow or strive to, it has not affected my game in the least even tho I never used it. </p><p>How did it affect yours?</p><p></p><p>"1.The overnight heal is just ridiculous. In fact, in our group we mockingly call it “moonbeam” healing and have home ruled it out of the game, replacing it with Con bonus +1, min 1 healing per night."</p><p></p><p>How was your game different after you made that change in actual play? What good or bad results came from the change? Did it add a whole extra day of healing to some of the the most heavy of battles (assuming spending half-HD and then healing spells) or not even that?</p><p></p><p>"2.Whack a mole healing in combat. Our group left that in, but added a level of exhaustion for each time a character is dropped to 0 HP."</p><p></p><p>How was your game different after you made that change in actual play? What good or bad results came from the change? Did this discourage pressing on once someone got an unlucky drop and drive towards more short workdays or did they fight on with exhaustion? Did it encourage leaving someone down and making saves as opposed to getting them up and risking another hit dropping them again producing a second level of exhaustion?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7543916, member: 6919838"] Interesting... curious about your results with these, if you are inclined to share. Regarding 9, the 6-8, since it's just an expression of an estimation of how long a party can go without running low on resources and not a rule or even a recommendation/requirement for anyone's game to follow or strive to, it has not affected my game in the least even tho I never used it. How did it affect yours? "1.The overnight heal is just ridiculous. In fact, in our group we mockingly call it “moonbeam” healing and have home ruled it out of the game, replacing it with Con bonus +1, min 1 healing per night." How was your game different after you made that change in actual play? What good or bad results came from the change? Did it add a whole extra day of healing to some of the the most heavy of battles (assuming spending half-HD and then healing spells) or not even that? "2.Whack a mole healing in combat. Our group left that in, but added a level of exhaustion for each time a character is dropped to 0 HP." How was your game different after you made that change in actual play? What good or bad results came from the change? Did this discourage pressing on once someone got an unlucky drop and drive towards more short workdays or did they fight on with exhaustion? Did it encourage leaving someone down and making saves as opposed to getting them up and risking another hit dropping them again producing a second level of exhaustion? [/QUOTE]
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Most frustrating quirk of 5E?
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