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*Dungeons & Dragons
Slowed instead of Unconscious at 0 HP House Rule - Play Report
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<blockquote data-quote="OB1" data-source="post: 8683598" data-attributes="member: 6796241"><p>[USER=20564]@Blue[/USER] so far in Tier I, it hasn't really been an issue (even with the entire party being slowed in the last encounter) though it does require a major change in tactics from the party. I'll also say that the party made some smart choices with their known spells at level 4 to help counteract the slow effects (such as the Ranger taking Zephyr Strike and using it once he was bloodied). </p><p></p><p>Tier II it could get interesting, and an encounter against a highly mobile enemy like a Dragon might get extremely difficult if one ore more of the party hits 0 HP during the fight, but that said, they'll also start gaining ways to overcome the slow effect during the encounter. </p><p></p><p>One of the behaviors I'm trying to encourage with this rule is for the party to seriously consider retreat when several party members reach the bloodied stage. I'm running an open world sandbox type game, and retreating from an encounter or even a mission from time to time should happen if they try and tackle something (knowingly or not) that is beyond their current capability. At the same time, if something is important to them and they want to press, this rule gives them a chance to pull a victory out of near disaster. The encounter last weekend, where they were defending their place of employment from a rival gang, was a perfect example of that. They didn't want to run from a superior opponent, and were able to fight them off in the end, while almost losing 2 party members.</p></blockquote><p></p>
[QUOTE="OB1, post: 8683598, member: 6796241"] [USER=20564]@Blue[/USER] so far in Tier I, it hasn't really been an issue (even with the entire party being slowed in the last encounter) though it does require a major change in tactics from the party. I'll also say that the party made some smart choices with their known spells at level 4 to help counteract the slow effects (such as the Ranger taking Zephyr Strike and using it once he was bloodied). Tier II it could get interesting, and an encounter against a highly mobile enemy like a Dragon might get extremely difficult if one ore more of the party hits 0 HP during the fight, but that said, they'll also start gaining ways to overcome the slow effect during the encounter. One of the behaviors I'm trying to encourage with this rule is for the party to seriously consider retreat when several party members reach the bloodied stage. I'm running an open world sandbox type game, and retreating from an encounter or even a mission from time to time should happen if they try and tackle something (knowingly or not) that is beyond their current capability. At the same time, if something is important to them and they want to press, this rule gives them a chance to pull a victory out of near disaster. The encounter last weekend, where they were defending their place of employment from a rival gang, was a perfect example of that. They didn't want to run from a superior opponent, and were able to fight them off in the end, while almost losing 2 party members. [/QUOTE]
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Slowed instead of Unconscious at 0 HP House Rule - Play Report
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