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My biggest gripe with 5e design
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<blockquote data-quote="Li Shenron" data-source="post: 7853455" data-attributes="member: 1465"><p>Absolutely good idea.</p><p></p><p>I am not super-fond of exhaustion rules as-is, mainly because IMHO they underestimated the consequences of disadvantage on ability checks OR perhaps they designed exhaustion rules too much with combat in mind: thus, they put disadvantage on ability checks as 1st exhaustion level, because it matters little in combat compared to for example movement speed. But OTOH it matters A LOT outside of combat!</p><p></p><p>Besides this minor issue, I think exhaustion levels could be easily added to some monster's attacks effect, or alternatively they could be more generally added to dropping to 0 hp. </p><p></p><p>A group can figure out a rule that works well for them, it could be simply adding 1 exhaustion level each time you drop to 0 hp, or something else. </p><p></p><p>The option I've toying with before, is replacing the default "unconsciousness" with a random effect: roll d6 and gain one single <em>random </em>level of exhaustion (replacing "death" with the original "unconsciousness" when rolling a 6). By this I mean that if you e.g. roll 5 then your speed drops to 0 but you do not gain the <em>previous</em> exhaustion levels. I prefer the levels of exhaustion to be in random order. And next step could be of course coming up with <em>new</em> exhaustion levels effects <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Then, specific monsters can also trigger an exhaustion level (random or not) without dropping you to 0.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7853455, member: 1465"] Absolutely good idea. I am not super-fond of exhaustion rules as-is, mainly because IMHO they underestimated the consequences of disadvantage on ability checks OR perhaps they designed exhaustion rules too much with combat in mind: thus, they put disadvantage on ability checks as 1st exhaustion level, because it matters little in combat compared to for example movement speed. But OTOH it matters A LOT outside of combat! Besides this minor issue, I think exhaustion levels could be easily added to some monster's attacks effect, or alternatively they could be more generally added to dropping to 0 hp. A group can figure out a rule that works well for them, it could be simply adding 1 exhaustion level each time you drop to 0 hp, or something else. The option I've toying with before, is replacing the default "unconsciousness" with a random effect: roll d6 and gain one single [I]random [/I]level of exhaustion (replacing "death" with the original "unconsciousness" when rolling a 6). By this I mean that if you e.g. roll 5 then your speed drops to 0 but you do not gain the [I]previous[/I] exhaustion levels. I prefer the levels of exhaustion to be in random order. And next step could be of course coming up with [I]new[/I] exhaustion levels effects :) Then, specific monsters can also trigger an exhaustion level (random or not) without dropping you to 0. [/QUOTE]
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My biggest gripe with 5e design
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