Blue
Ravenous Bugblatter Beast of Traal
I'm idly considering a house rule for an upcoming campaign, specifically to put a little more tension on the table. It's got two parts:
1. Once you fail a death saving throw after being knocked unconscious, you do not awaken until after a short rest, even when healed.
2. Failed death saves do not reset until after an extended rest.
The first has me worried a bit - no player likes to sit idle. But I wanted some detriment to going under, not Weeble heroes. The PCs have at least a full round to get some healing before the downed PC even need to make a death save (unless they go down on their round). Actually, it'll usually reduce a time a player is inactive because the leader knows that they need to hurry and get someone up otherwise risk being without them for the whole encounter.
Second part is a bit of reinforcement for the first - death is scary and possible. But since I expect less waiting from leaders on healing due to the first part, I expect it to be more psychological than play-effecting.
One concern I have is if the party only has a single source of healing and that PC goes down, things could go south quick, which is not my intention.
Another concern is that it will encourage the 15 minute adventuring day if they want to stop as soon as anyone fails a death save.
Thoughts? How to make fear-of-death more prevalent without making actual death happen more often? Without changing basic dynamics (so no long-term wounds or things of that nature).
(Notes: I'd need to muck with it to allow various Epic Desitinies to work. I though making Dailies always wake, but that made the Paladin lay-on-hands very powerful. Revenant abilities and some PP also need to be addressed. Known and acknowledged.)
1. Once you fail a death saving throw after being knocked unconscious, you do not awaken until after a short rest, even when healed.
2. Failed death saves do not reset until after an extended rest.
The first has me worried a bit - no player likes to sit idle. But I wanted some detriment to going under, not Weeble heroes. The PCs have at least a full round to get some healing before the downed PC even need to make a death save (unless they go down on their round). Actually, it'll usually reduce a time a player is inactive because the leader knows that they need to hurry and get someone up otherwise risk being without them for the whole encounter.
Second part is a bit of reinforcement for the first - death is scary and possible. But since I expect less waiting from leaders on healing due to the first part, I expect it to be more psychological than play-effecting.
One concern I have is if the party only has a single source of healing and that PC goes down, things could go south quick, which is not my intention.
Another concern is that it will encourage the 15 minute adventuring day if they want to stop as soon as anyone fails a death save.
Thoughts? How to make fear-of-death more prevalent without making actual death happen more often? Without changing basic dynamics (so no long-term wounds or things of that nature).
(Notes: I'd need to muck with it to allow various Epic Desitinies to work. I though making Dailies always wake, but that made the Paladin lay-on-hands very powerful. Revenant abilities and some PP also need to be addressed. Known and acknowledged.)