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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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<blockquote data-quote="Blue" data-source="post: 5845746" data-attributes="member: 20564"><p>Very reasonable responses.</p><p></p><p>I don't think I'm trying to adjust the knob of lethalness - in general I like the concept and am just trying to strengthen the one point I find a little weak.</p><p></p><p>Having dying be only lightly related to foe actions (no damage or any damage, not caring about amount or magnitude) means that there's little tension getting increased in the allies with a friend down outside the "we have one less active on our side". I'd like to have that plus "and we need to protect Brandar so the next time the dragon breathes it won't kill him".</p><p></p><p>You mention lava being auto-death, which I'm with. Let me pick a more mid-range option. Combat is around a a pit swarming with rats. They can do damage every round from biting you, but aren't auto-death. I'd love the reaction to be a PC jumping down and pulling him out, or other things like that. However, the result with these dying rules is that as logn as he gets cured once in a while, he can be left down for a long time (and we can already expect an at-will healing feat in 5e), and the "correct" action to rescue him might be to fireball him. He's already taken damage, he's failing the next death save no matter what, and the fireball would clear the rats.</p><p></p><p>Basically, I'd like to keep tension when someone drops by keeping that there is a strong need to actively protect fallen allies because there is a present danger that if not they could die right now. I'm not pushing for this for increased lethality, we could increase number of death saves failed to give them longer on their own, I'm looking to foster the player "oh shoot!" factor and immediate change in tactics to protect a fallen comrade.</p></blockquote><p></p>
[QUOTE="Blue, post: 5845746, member: 20564"] Very reasonable responses. I don't think I'm trying to adjust the knob of lethalness - in general I like the concept and am just trying to strengthen the one point I find a little weak. Having dying be only lightly related to foe actions (no damage or any damage, not caring about amount or magnitude) means that there's little tension getting increased in the allies with a friend down outside the "we have one less active on our side". I'd like to have that plus "and we need to protect Brandar so the next time the dragon breathes it won't kill him". You mention lava being auto-death, which I'm with. Let me pick a more mid-range option. Combat is around a a pit swarming with rats. They can do damage every round from biting you, but aren't auto-death. I'd love the reaction to be a PC jumping down and pulling him out, or other things like that. However, the result with these dying rules is that as logn as he gets cured once in a while, he can be left down for a long time (and we can already expect an at-will healing feat in 5e), and the "correct" action to rescue him might be to fireball him. He's already taken damage, he's failing the next death save no matter what, and the fireball would clear the rats. Basically, I'd like to keep tension when someone drops by keeping that there is a strong need to actively protect fallen allies because there is a present danger that if not they could die right now. I'm not pushing for this for increased lethality, we could increase number of death saves failed to give them longer on their own, I'm looking to foster the player "oh shoot!" factor and immediate change in tactics to protect a fallen comrade. [/QUOTE]
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Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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