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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Not Sure How to Implement Fatigue level 5
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<blockquote data-quote="plyrs" data-source="post: 8554397" data-attributes="member: 6678599"><p>There is a level of unclarity about one specific section of Fatigue. Specifically level 5 which states "Hit Dice Halved". This could be interpreted in a number of different ways.</p><ol> <li data-xf-list-type="ol">Your current number of useable hit dice you have is reduced to half the current number. I have 4 hit dice, but after gaining level 5 fatigue, I now have 2.</li> <li data-xf-list-type="ol">Your maximum number of hit dice is reduced by half. I am level 6 and normally have 6 hit dice, but my current hit die maximum is now only 3.</li> <li data-xf-list-type="ol">The amount of healing you receive from spending hit dice is halved. I spend a hit die to heal and rolled 1d8+3 and got a total of 8, but only receive 4 hit points back.</li> <li data-xf-list-type="ol">Your maximum hit points are reduced as if you had half your number of hit dice. I am level 4 and have d8s and a +1 Con and took the average 9+6+6+6= 27 hp. After gaining level 5 fatigue my max HP is reduced to 9+6= 15. Or perhaps it is just halved to 14.</li> <li data-xf-list-type="ol">Your maximum hit points are simply reduced by half. Using the above character example, max HP would reduce from 27 to 14.</li> <li data-xf-list-type="ol">Any or some combination of these things.</li> </ol><p>I was unable to find any clarification on the intention of what level 5 fatigue actually would mean in play. Perhaps one of the designers could pop in with a design clarification like we got for the Create Water spell? Barring that, how would you implement this during play? I would be tempted to start with 1 and 2.</p></blockquote><p></p>
[QUOTE="plyrs, post: 8554397, member: 6678599"] There is a level of unclarity about one specific section of Fatigue. Specifically level 5 which states "Hit Dice Halved". This could be interpreted in a number of different ways. [LIST=1] [*]Your current number of useable hit dice you have is reduced to half the current number. I have 4 hit dice, but after gaining level 5 fatigue, I now have 2. [*]Your maximum number of hit dice is reduced by half. I am level 6 and normally have 6 hit dice, but my current hit die maximum is now only 3. [*]The amount of healing you receive from spending hit dice is halved. I spend a hit die to heal and rolled 1d8+3 and got a total of 8, but only receive 4 hit points back. [*]Your maximum hit points are reduced as if you had half your number of hit dice. I am level 4 and have d8s and a +1 Con and took the average 9+6+6+6= 27 hp. After gaining level 5 fatigue my max HP is reduced to 9+6= 15. Or perhaps it is just halved to 14. [*]Your maximum hit points are simply reduced by half. Using the above character example, max HP would reduce from 27 to 14. [*]Any or some combination of these things. [/LIST] I was unable to find any clarification on the intention of what level 5 fatigue actually would mean in play. Perhaps one of the designers could pop in with a design clarification like we got for the Create Water spell? Barring that, how would you implement this during play? I would be tempted to start with 1 and 2. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Not Sure How to Implement Fatigue level 5
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