D&D General Stealing Death Moves from Daggerheart for 5e

It seems more complicated than necessary, and basically make resurrection "free" at higher levels, which is (IMO) the opposite of solving the problem.
it isn't free, maybe few times it is, but it catches on fast.

also, with that it comes exhaustion variant, to mimic 3E aging penalties, but more equally.

Exhaustion rules: -1 to all d20 rolls, -1 to AC, -1 to all DCs, -5 ft speed per 2 exhaustion levels(round down), max 10 levels, dead at 11th exhaustion levels.

middle age: human 40 years, 1 permanent exhaustion level
old age: human 60 years: 2 permanent exhaustion levels
minimum max age: human 80 years(roll for random years added): 3 permanent exhaustion levels

now, it's not free.
 

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it isn't free, maybe few times it is, but it catches on fast.

also, with that it comes exhaustion variant, to mimic 3E aging penalties, but more equally.

Exhaustion rules: -1 to all d20 rolls, -1 to AC, -1 to all DCs, -5 ft speed per 2 exhaustion levels(round down), max 10 levels, dead at 11th exhaustion levels.

middle age: human 40 years, 1 permanent exhaustion level
old age: human 60 years: 2 permanent exhaustion levels
minimum max age: human 80 years(roll for random years added): 3 permanent exhaustion levels

now, it's not free.
Why do you want there to be resurrection, out of curiosity?
 

but you can always chose not to be resurrected.
Why should last gasp force you to do so.
Because that’s the choice you’re making when you take the Last Gasp Death Action. You’re saying “this is going to be the end of this character’s story. Here’s the one final thing he accomplishes with his death.”
To me it would be similar scene in Expanse on ship Donnager, where Alex chooses to get knocked out to lower his metabolism so rest can survive and by that also revive him. He chose to be technically dead so to give others fighting chance with limited oxygen in a sealed room. With last words before knocking himself out: I want to wake up!
Well it’s not like that, because he’s not really dead. It’s more like Boromir at the end of Fellowship of the Ring.
This accelerates the rate of using it that way. Usually you wait for 3 failed death saves.
You can still do that if you want to.
 

I like it!
Thanks!
I would also eliminate resurrection entirely. Mostly because I think in cheapens death, and if death is in the players' hands, there is no need for it.
You certainly could. Personally, I don’t want to completely eliminate resurrection. Recovering your dead party member’s body to take to the nearest temple to pay for a resurrection is an iconic D&Dism that I don’t want to dump from the game completely. I just want to tie the option to the death move that makes your character’s survival a matter of chance. I kinda see it as, your character hasn’t fully committed, either to crossing over or to clinging to life; they’re in limbo, so magic can still coax them back to life.
 

Thanks!

You certainly could. Personally, I don’t want to completely eliminate resurrection. Recovering your dead party member’s body to take to the nearest temple to pay for a resurrection is an iconic D&Dism that I don’t want to dump from the game completely. I just want to tie the option to the death move that makes your character’s survival a matter of chance. I kinda see it as, your character hasn’t fully committed, either to crossing over or to clinging to life; they’re in limbo, so magic can still coax them back to life.
This is a little off topic, but I always liked the idea of the Resurrection Quest where the party has to haul a body hundreds of miles to some ancient shrine or whatever. But I don't think it has ever happened in play in any game I was in or ran.
 

This is a little off topic, but I always liked the idea of the Resurrection Quest where the party has to haul a body hundreds of miles to some ancient shrine or whatever. But I don't think it has ever happened in play in any game I was in or ran.
Fair enough.

Another part of the reason I want to keep resurrection on the table but tie it to the Fate’s Hands move is that the Avoid Fate move has pretty close to a hard limit of three uses. You might be able to get another use or two out of it if you come up with a suitable way to recover from a couple of the near-death experiences, but it still represents a pretty aggressive ticking clock. That’s by design, but allowing the option of resurrection after choosing Fates Hands means there’s still a safety net for the player who has Avoided Fate three times but still isn’t ready to let go of the character. At that point, you know that Fates Hands will mean death every time, so your options become “spend a diamond every time my character gets KO’d, retire the character nonviolently, or send them out with a bang.”
 
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To make a system like this work,
Put Your Life in Fate’s Hands. Your character falls unconscious and is unstable. This works the same as the normal rules for dying, except that the DM rolls the saves behind the screen and tracks successes and failures secretly. Another character can use an Action or a Bonus Action and make a DC 10 Wisdom (Medicine) check and determine if your character is alive on a success.
This needs to resolve instantly, not over time like death saves. It should be a straight 50/50 shot of instant death.

Reason being is that otherwise, the optimal choice is always choose this option, then wait for a party member to heal/stabilize you - that is, to play 5e exactly how it already is. You'd never pick Avoid Your Fate and take the permanent debuff, when just getting healed is so safe and reliable.

Here's what I'd do:

Put Your Life in Fate’s Hands. Roll a d20: On a roll of 10+, you fall prone and drop what you're holding, but maintain consciousness. You regain a number of Hit Points equal to twice your level. On a roll of 9-, you die instantly, but your body can be affected by resurrection magic normally. On a roll of 20, you stand your ground - regain a number of Hit Points equal to three times your level instead.
 

To make a system like this work,

This needs to resolve instantly, not over time like death saves. It should be a straight 50/50 shot of instant death.
Well, if it was going to be a single pass-or-fail moment, it should have a 60/40 chance, because that’s the aggregate probability of surviving with the standard death save system.
Reason being is that otherwise, the optimal choice is always choose this option, then wait for a party member to heal/stabilize you - that is, to play 5e exactly how it already is.
I’m actually ok with that; in fact, I specifically wanted one of the options to functionally be “just let me use the normal 5e Death and Dying rules, please.” I like the system being opt-in, and I am fine with that being the technically safest option if you have a healer in your party. But, if you go that route, it will carry the added tension of not knowing the results of your death saves immediately. So, if you go down in hopes your party cleric or whatever will heal you, you’d better hope they do it quickly. Also better hope no monsters that might deliver a coup de grâce get a turn before your healer does.
You'd never pick Avoid Your Fate and take the permanent debuff, when just getting healed is so safe and reliable.
The “permanent debuff” only affects death saving throws, which means it’s only relevant if you choose Fate’s Hands later. I should also note, the intent is that if you choose to Avoid Fate, it appears from an outside perspective to be a fatal blow, so enemies aren’t going to try to coup de grâce you. Whereas with Fates Hands the blow looks potentially lethal, but maybe survivable. As per the normal 5e death rules, you still register as a living combatant who could be brought back into the fight.
Here's what I'd do:

Put Your Life in Fate’s Hands. Roll a d20: On a roll of 10+, you fall prone and drop what you're holding, but maintain consciousness. You regain a number of Hit Points equal to twice your level. On a roll of 9-, you die instantly, but your body can be affected by resurrection magic normally. On a roll of 20, you stand your ground - regain a number of Hit Points equal to three times your level instead.
Hey, if it works for you, more power to you!
 

Frontiers of Eberron has some interesting death rules you may want to review or incorporate

Life and Death
What sort of story do you want to tell? The Western Frontier can be a harsh and unforgiving place. Is this a tale where a hero can die in the blink of an eye, or is it a story where the protagonists will be in it to the end, but they will carry scars to remind them of their failures? At the start of the campaign, the DM and players should decide which approach they want to take. The default is to use the rules exactly as they stand, including the potential for instant death from massive damage and the use of Death Saving Throws. However, if everyone involved in the campaign agrees, you could use one of the following options:

No Country for Old Minotaurs. Death is always on the table. A character reduced to 0 Hit Points always fails Death Saving Throws, meaning that allies have only three rounds to save a fallen friend before they die. In addition, a character instantly dies if they suffer 10 points of damage from a single attack while at 0 Hit Points (rather than damage equal to their Hit Point maximum). The Western Frontier is a dangerous place, and players should always have a second character in mind…

Safety in Numbers. Characters automatically stabilize if they have an ally within 60 feet, with no action required. The only way for a character to die is through massive damage or if all characters in a scene are reduced to 0 Hit Points; you live together or die together. However, failure has consequences! A character reduced to 0 Hit Points suffers a Scar, as described below. In this model, death is rare, but characters still suffer some form of loss due to their failure.

Nothing but Scars. A character automatically
stabilizes upon reaching 0 Hit Points. The only
way for a character to die is if they agree that their character should die—they’re making a heroic sacrifice, or it otherwise feels appropriate to the story. However, any character reduced to 0 Hit Points suffers a Scar.

Scars. There can be suspense and risk even if
death is taken off the table. Everyone has something to lose, and when a character is taken to 0 Hit Points, they will lose something. The severity and nature of the loss can vary based on the circumstances of the defeat. If a player is defeated in a barroom brawl, they aren’t going to lose a leg—but they could take a blow to their reputation. The simplest option is a literal scar: a permanent reminder of injury and defeat. It’s up to the player to decide how the character is marked, but the scar should be somewhere obvious; it’s an ongoing reminder of their defeat. A more severe injury could result in the loss of all or part of a limb; remember that Eberron: Rising from the Last War has Prosthetic Limbs! But scars don’t have to be physical. A character could have a traumatic reaction to the source of their defeat; going forward, they suffer Disadvantage on ability checks or attack rolls directly related to the person or creature that scarred them. The damage could be to their reputation, as word of the defeat spreads and wherever they go, people bring up the story. Finally, the defeat could trigger an unrelated loss; a business deal falls through, tragedy strikes an ally or relative, the adventurer’s farm catches fire while they are away. It’s not that the character nearly dying caused the fire on their farm—but tragedy comes in twos, and the adventurer’s defeat is echoed elsewhere in their life.

There’s nothing wrong with just using the standard rules for death and dying. But talking about it is a way for both the players and the DM to establish their expectations for a campaign, setting the tone for the story to come.
 

Oh! Something I’ve just realized is that if you don’t know the results of your death saving throws when you Put Your Life in Fate’s Hands, you can’t really benefit from Heroic Inspiration as a reroll on a failed death save. So, I might add that if you spend Heroic Inspiration immediately when you Put Your Life in Fate’s Hands, you get one automatic death saving throw success. That can also help shore up some of the extra risk that the permanent failure from Avoid Your Fate adds.
 

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