OB1
Jedi Master
A little over a year ago, I start toying with a new 0 HP rule variant in this thread Original 0 HP Concept and continued to tweak while finishing up an existing campaign. Last month, during session 0 of our new campaign, I proposed the below version of that concept, and the players decided to adopt it. Last week, we had it come into play for the first time, and everyone agreed that the rule was fun and worked great, so we'll be keeping it.
Dropping to 0 HP
In the session last week, we had 3 PCs drop to 0 HP, two in two different combats, and another after springing a trap out of combat (PCs are all level 3). In the first, the PC (an Artificer) was flying, and because he was slowed, didn't suffer a failed death save from falling to the ground. On his next turn (after succeeding on a death save) he was going to disengage and retreat, but instead pressed his attack when he realized that he would only be able to move 15' away and wouldn't have a bonus action to take a healing potion (I allow bonus action potion drinking). And because he would have to roll to see if a spell would go off this round or next, decided to make an attack instead and ended up killing the monster next to him, then moved 15' away.
The second PC (a rogue) found himself in a bit of serious trouble, surrounded by 3 monsters and fearing the auto death save fails from attacks, did use his action to disengage and move towards the rest of the party, who got between him and the monsters to protect him (along with the bard healing him above 0HP).
For the PC (a bard) who dropped to 0 from the sprung trap, she got to have a fun little RP moment as she failed her first death save, then tried to heal herself but rolled for the spell to go off the next round, then failed another death save before the spell took effect and brought her above 0 HP.
Ultimately, everyone felt like the change to the rule added a perfect amount of tension to the fight, enjoyed the change in tactics that it forced, and the PCs who fell liked the trade off of being able to keep their turn while having the increased danger of enemies still coming after them.
The only change I'm thinking about at this point is whether to apply this to monsters as well, either by giving them the same rule, or simply starting the effect when they drop to less than 15% HP. I may use the former option for humanoids and the latter for all other monster types.
Dropping to 0 HP
- When a character drops to 0 HP, they are Slowed, as per the spell, but remain conscious. All other effects of being at 0 HP remain the same (death saves at start of turn, failed death saves for taking damage)
- When a character regains HP, the period of Slow continues for 1 minute, or until a spell such as Lesser Restoration is cast to end the effect.
- When a character is brought back from the dead, the period of Slow lasts until after completing a short or long rest, or until a spell such as Greater Restoration is cast to end the effect.
In the session last week, we had 3 PCs drop to 0 HP, two in two different combats, and another after springing a trap out of combat (PCs are all level 3). In the first, the PC (an Artificer) was flying, and because he was slowed, didn't suffer a failed death save from falling to the ground. On his next turn (after succeeding on a death save) he was going to disengage and retreat, but instead pressed his attack when he realized that he would only be able to move 15' away and wouldn't have a bonus action to take a healing potion (I allow bonus action potion drinking). And because he would have to roll to see if a spell would go off this round or next, decided to make an attack instead and ended up killing the monster next to him, then moved 15' away.
The second PC (a rogue) found himself in a bit of serious trouble, surrounded by 3 monsters and fearing the auto death save fails from attacks, did use his action to disengage and move towards the rest of the party, who got between him and the monsters to protect him (along with the bard healing him above 0HP).
For the PC (a bard) who dropped to 0 from the sprung trap, she got to have a fun little RP moment as she failed her first death save, then tried to heal herself but rolled for the spell to go off the next round, then failed another death save before the spell took effect and brought her above 0 HP.
Ultimately, everyone felt like the change to the rule added a perfect amount of tension to the fight, enjoyed the change in tactics that it forced, and the PCs who fell liked the trade off of being able to keep their turn while having the increased danger of enemies still coming after them.
The only change I'm thinking about at this point is whether to apply this to monsters as well, either by giving them the same rule, or simply starting the effect when they drop to less than 15% HP. I may use the former option for humanoids and the latter for all other monster types.