For my two Curse of Strahd games I ran in order to make combat a bit grittier, I replaced the '3 Death Saves' chart with the Exhaustion Chart instead. When you reached 0 HP, your death saves were giving you levels of exhaustion. So while it took longer for characters to die (since they had to fail 6 saves to reach Level 6 exhaustion and death), there was stiffer consequences for dropping to 0 HP-- the various effects of the Exhaustion chart.
While it ended up working okay in practice... I found that the current order of effects of the chart felt a little off to me and my players. This was mainly due to the Level 1 effect-- the disadvantage on all ability checks. Because I tied the Exhaustion chart directly to combat, it ended up feeling very weird that as a result of being hurt in combat, they got worse at things like History checks or Insight. Combat didn't reduce combat skill, combat reduced mental acumen instead. Obviously I can justify it to a certain extent... when you are tired your brain slows down... but there did feel to be a disconnect that even though the brain was slowing down, the body also wasn't at the same time. At least not right away.
Obviously because I tied Exhaustion directly TO combat (which is not ordinarily the case), the disconnect was worse for me than it might be for others... but based on what seems to be an issue many players have with the Frenzy Barbarian, that Level 1 of Exhaustion seems to be a greater penalty than perhaps it should be? At least at Level 1?
So my thinking is that perhaps a re-ordering of the Exhaustion chart might be in order? Where some of (what appear to me to be) the harsher penalties dropped down the chart and less penalizing ones moved up? Admittedly, every DM is probably going to find different parts of the chart to be more or less harsh for their own game, so I have no doubt that some will look at my change and say it is an attempt at an unneeded fix-- which is fine. But for those of you who might agree with my assessment-- that the disadvantage on ability checks is too harsh and a bit misplaced to deserve the Level 1 effect on the chart (before some of the physical penalties show up)-- how does this re-ordering work for you, and what changes might you make based on what you think is actually a more accurate step up in penalty? Especially if you are a DM or player who has seen the Frenzy Barbarian in action and know what those consequences result in?
Level 1: Speed halved
Level 2: Disadvantage on STR, DEX, CON ability checks
Level 3: Disadvantage on attack rolls and saving throws
Level 4: Hit point maximum halved and disadvantage on INT, WIS, CHA ability checks
Level 5: Speed reduced to 0
Level 6: Death
I should also point out that part of my reasoning for re-ordering is because I do like using the Exhaustion chart in place of the '3 Death Saves' chart because I do like having consequences for dropping to 0 HP and want to use the format again in my next campaign. I just don't like non-combat disadvantages to come in before penalties and disadvantage on more physical activities.
While it ended up working okay in practice... I found that the current order of effects of the chart felt a little off to me and my players. This was mainly due to the Level 1 effect-- the disadvantage on all ability checks. Because I tied the Exhaustion chart directly to combat, it ended up feeling very weird that as a result of being hurt in combat, they got worse at things like History checks or Insight. Combat didn't reduce combat skill, combat reduced mental acumen instead. Obviously I can justify it to a certain extent... when you are tired your brain slows down... but there did feel to be a disconnect that even though the brain was slowing down, the body also wasn't at the same time. At least not right away.
Obviously because I tied Exhaustion directly TO combat (which is not ordinarily the case), the disconnect was worse for me than it might be for others... but based on what seems to be an issue many players have with the Frenzy Barbarian, that Level 1 of Exhaustion seems to be a greater penalty than perhaps it should be? At least at Level 1?
So my thinking is that perhaps a re-ordering of the Exhaustion chart might be in order? Where some of (what appear to me to be) the harsher penalties dropped down the chart and less penalizing ones moved up? Admittedly, every DM is probably going to find different parts of the chart to be more or less harsh for their own game, so I have no doubt that some will look at my change and say it is an attempt at an unneeded fix-- which is fine. But for those of you who might agree with my assessment-- that the disadvantage on ability checks is too harsh and a bit misplaced to deserve the Level 1 effect on the chart (before some of the physical penalties show up)-- how does this re-ordering work for you, and what changes might you make based on what you think is actually a more accurate step up in penalty? Especially if you are a DM or player who has seen the Frenzy Barbarian in action and know what those consequences result in?
Level 1: Speed halved
Level 2: Disadvantage on STR, DEX, CON ability checks
Level 3: Disadvantage on attack rolls and saving throws
Level 4: Hit point maximum halved and disadvantage on INT, WIS, CHA ability checks
Level 5: Speed reduced to 0
Level 6: Death
I should also point out that part of my reasoning for re-ordering is because I do like using the Exhaustion chart in place of the '3 Death Saves' chart because I do like having consequences for dropping to 0 HP and want to use the format again in my next campaign. I just don't like non-combat disadvantages to come in before penalties and disadvantage on more physical activities.