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Super Deadly 5E?
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<blockquote data-quote="tetrasodium" data-source="post: 7930631" data-attributes="member: 93670"><p>I don't think the problem is so much the fact that 5e is not <em>deadly </em>so much as the fact that the bar for "eek this <em>could </em>be deadly" is so high. Placing that bar somewhere between a beholder & other save or die effects or "I'm down, failed two death saves, & don't think bob can healing word/spare the dying/potion/etc me for at least 1 hp"</p><p>.</p><p>The rest>nova>nova>nova>nova>repeat thing is still a pretty big problem contributing to already the high bar, but I'm leaning towards using either the old -5 equals <em><u><strong>dead</strong></u></em>, or something like this</p><p></p><p>Each level you gain a number of grit points equal to your costitution mod plus half your strength mod (minimum zero) that represents your ability to continue fighting in the fact of mortal & potentially lethal wounds. When you fall below zero hit points you continue to accumulate damage until you reach your maximum grit.</p><p></p><p><em>For example: Alice is level 10 with 20 strength & 16 con so has 55 grit while Bob has 6 strength & 12 con so has 5 points of grit. Well into a combat where alice has 18hp & bob 12hp remaining both are hit by a fireball dealing 33 fire damage resulting in alice at -15 hp while bob is dead at -21. While Alice will live she needs to heal all of those 15 points before she can begin recovering hit points normally. Bob is hoping for options other than reincarnate.</em></p><p>[ATTACH=full]118984[/ATTACH]</p><p></p><p></p><p>I've used the slow natural healing/gritty realism/heal kit depent/etc options from the dmg & none work meaningfully if at all or cause larger problems.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7930631, member: 93670"] I don't think the problem is so much the fact that 5e is not [I]deadly [/I]so much as the fact that the bar for "eek this [I]could [/I]be deadly" is so high. Placing that bar somewhere between a beholder & other save or die effects or "I'm down, failed two death saves, & don't think bob can healing word/spare the dying/potion/etc me for at least 1 hp" . The rest>nova>nova>nova>nova>repeat thing is still a pretty big problem contributing to already the high bar, but I'm leaning towards using either the old -5 equals [I][U][B]dead[/B][/U][/I], or something like this Each level you gain a number of grit points equal to your costitution mod plus half your strength mod (minimum zero) that represents your ability to continue fighting in the fact of mortal & potentially lethal wounds. When you fall below zero hit points you continue to accumulate damage until you reach your maximum grit. [I]For example: Alice is level 10 with 20 strength & 16 con so has 55 grit while Bob has 6 strength & 12 con so has 5 points of grit. Well into a combat where alice has 18hp & bob 12hp remaining both are hit by a fireball dealing 33 fire damage resulting in alice at -15 hp while bob is dead at -21. While Alice will live she needs to heal all of those 15 points before she can begin recovering hit points normally. Bob is hoping for options other than reincarnate.[/I] [ATTACH type="full" alt="1583011330098.png"]118984[/ATTACH] I've used the slow natural healing/gritty realism/heal kit depent/etc options from the dmg & none work meaningfully if at all or cause larger problems. [/QUOTE]
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