R_J_K75
Legend
Thats just an unrealistic rule which I think probably didn't come into D&D until 3E at the earliest I'd imagine, but I may be wrongWell in my case I've always seen people be stabilized from death in less than 6 seconds
Thats just an unrealistic rule which I think probably didn't come into D&D until 3E at the earliest I'd imagine, but I may be wrongWell in my case I've always seen people be stabilized from death in less than 6 seconds
No it's realistic. People can be stabilized from death in under 6 seconds from any kind of wounds.Thats just an unrealistic rule which I think probably didn't come into D&D until 3E at the earliest I'd imagine, but I may be wrong
Using Fix-A-Flat and Duct Tape?No it's realistic. People can be stabilized from death in under 6 seconds from any kind of wounds.
Nah, bandaging, disinfecting and stitching can all be done under 6 secondsUsing Fix-A-Flat and Duct Tape?
I separate sleep from long rests, whether it's two days or a week. Saves a lot of headache.I think this is for groups that use variant rest rules. Like if you decide your "gritty D&D" game has a long rest take a week, then 1/day abilities require you to go back and change them manually.
Plus, you never know, there could be shenanigans like hopping into a convenient fast time demiplane and completing a long rest in half an hour or what have you...
But is it realistic in a pseudo-medieval context? Would a medieval-era chirurgeon have been able to stabilize a dying person in under 6 seconds? Regardless of era, is it realistic for the person doing the stabilizing to be able to do it without any medical equipment and regardless of why the person is dying?No it's realistic. People can be stabilized from death in under 6 seconds from any kind of wounds.
The problem is that the last three editions of D&D aren't balanced for playing without magic items and in at least two of them martial classes needed magic items to keep up with casters. It also tend to be nonsensical when you try to pretend magic items are rare in this gme, considering how many classes rely on powerful magic and how abundant magic is. And it is often incorproated into existing worlds, like Eberron, Forgotten Realms or Mystara, so not doing magic items limits the kind of settings you're playing with.Right but, if you don't want that to happen in your game, then you don't give out that many magic items. Putting a further restriction on magic items seems a little unnecessary on top of that, especially if it's an often nonsensical one (the poster child for this is probably the Broom of Flying).
The idea of Free Trial here in itself strikes me as flavor fail. I can do character dealing into occult through roleplay on the way before PC takes first Warlock level, when I play Warlock or DM a Warlock, I expect that to be someone who made a deal with a powerful entity, not Netflix.You know, what about this explanation? Gaining a warlock's power is easy, you just have to start delving into the occult and ask for it, and the universe provides. That works for levels 1 and 2. But to go beyond, you have to make a pact.
It's a free trial. Sure, here's some invocations and some pact magic, but if you want more, you have to sell your soul.
Per the playtest. "The entity is a voice in the shadows — its identity unclear".The idea of Free Trial here in itself strikes me as flavor fail. I can do character dealing into occult through roleplay on the way before PC takes first Warlock level, when I play Warlock or DM a Warlock, I expect that to be someone who made a deal with a powerful entity, not Netflix.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.