Garthanos
Arcadian Knight
You chose for that to be what you imagined happening... so that you get a disparity out of not being out of it for months after that is your own choice.it lies with the concept of someone being able to do this one day
You chose for that to be what you imagined happening... so that you get a disparity out of not being out of it for months after that is your own choice.it lies with the concept of someone being able to do this one day
The premise is that a "hit" on the die reflects a significant hit within the narrative, so all of those hits that don't even leave a bruise would still be considered a "miss" within the mechanics, since they aren't significant.The damage that I've seen people take and survive doesn't match up with what you're suggesting. If they are wearing plate armor they can take hits all day. Chainmail: maybe they'd get some bruises I wouldn't call it significant.
In fairness, this has more or less been true since the days of 0e: once you get to a certain level, things are generally tilted in the party's favour assuming a competent DM who reads and follows the game's designed intent.If you follow the guidelines for encounters per adventuring day, and the guidelines for building easy, moderate, difficult, and deadly encounters, and follow also the guidelines for how often each of those types of encounters should occur, my point is simple: 5E is not deadly once you reach a certain point.
One of the biggest complaints is it is too easy. Of course, the DM can adjust whatever they want to make it more challenging, but the base design presented in the core books is such that the players should win.
Perhaps, but take magic out of the equation and what have you got?That never happens because magic.
But only slightly sounds reasonable wait arent you doing a quest ( at least for the first time raise dead)Slightly tangentially, I've been giving some thought to making Cha the key stat for revival from death rather than Con, for just the 'Spiritual Strength' reason.
Er...wha?You chose for that to be what you imagined happening... so that you get a disparity out of not being out of it for months after that is your own choice.
Sometimes I have characters come back to life with a quest on them.But only slightly sounds reasonable wait arent you doing a quest ( at least for the first time raise dead)
It was the thing it seems like people are choosing to imagine character is facing its still a choice. The game says not really and the default mechanics treat even a fallen as the hero temporarily succumbing to something that turns out "not as bad as it first looked"You used the words "horrible wounds"
I think when you hit death save territory regardless of the inducement I maybe I kind of agree ... before that point not so much. I do think there may be some fun to be had which is missed without any long term implications at all."horrible wounds" should take longer to recover from than just one overnight rest.
That's the premise of armor making you harder to hit. Which is also pretty weak, of course, but a whole 'nuther sub-topic among the many deficiencies of D&D decried over the decades and done better by other games since the late 70s.The premise is that a "hit" on the die reflects a significant hit within the narrative, so all of those hits that don't even leave a bruise would still be considered a "miss" within the mechanics, since they aren't significant.
There's a reason why plate gives you +8 to AC, after all. It's hard to hurt someone through armor.
That's the premise of armor making you harder to hit. Which is also pretty weak, of course, but a whole 'nuther sub-topic among the many deficiencies of D&D decried over the decades and done better by other games since the late 70s.
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OTHO, the premise of hps making you harder to kill is that whether a "hit" actually so much as touches you or musses your hair - or scratches you, or impales you fatally - is all dependent on the damage roll relative to your hps (and maybe even a poison save).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.