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<blockquote data-quote="Charlaquin" data-source="post: 7835930" data-attributes="member: 6779196"><p>Pro:</p><p>I like feats only a lot, I’ve considered doing the same myself. I like no multiclassing, it’s more trouble than it’s worth. Using both together does make odd-numbered ability scores even more useless than they already are. I like the idea of a third category of rest that takes a week, though that is kind of a thing already in the downtime rules, it just isn’t called extended rest. I like healers kit uses needing to be expended to spend hit dice, this was a thing way back during the open playtest, I have no idea why they got rid of it in the final.</p><p></p><p>Con:</p><p>Gaining a level of exhaustion on every attempted death save is extremely brutal. I’ve tried the exhaustion on a failed death save thing, and in my experience that already creates an undesirable degree of death spiraling unless you make potions of vitality about as common as potions of healing. Nerfing rests is another thing I have experimented with (not with these specific rules, but in general) and in my experience, it just makes players spend a lot more time resting instead of adventuring. And since time spent resting usually gets narrated over anyway, it just ends up making your players feel hosed without really changing gameplay patterns nearly as much as you’d expect. No con to HP on level up without adjusting monster damage output is going to bork your combat math and lead to a lot of full-to-zero hits, which combined with your exhausting death saves is going to mean a lot of adventures stopped in their tracks for months of rest after one good hit. I guess if that’s what you’re aiming for it’ll be fine, but that doesn’t sound like a desirable play pattern to me.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7835930, member: 6779196"] Pro: I like feats only a lot, I’ve considered doing the same myself. I like no multiclassing, it’s more trouble than it’s worth. Using both together does make odd-numbered ability scores even more useless than they already are. I like the idea of a third category of rest that takes a week, though that is kind of a thing already in the downtime rules, it just isn’t called extended rest. I like healers kit uses needing to be expended to spend hit dice, this was a thing way back during the open playtest, I have no idea why they got rid of it in the final. Con: Gaining a level of exhaustion on every attempted death save is extremely brutal. I’ve tried the exhaustion on a failed death save thing, and in my experience that already creates an undesirable degree of death spiraling unless you make potions of vitality about as common as potions of healing. Nerfing rests is another thing I have experimented with (not with these specific rules, but in general) and in my experience, it just makes players spend a lot more time resting instead of adventuring. And since time spent resting usually gets narrated over anyway, it just ends up making your players feel hosed without really changing gameplay patterns nearly as much as you’d expect. No con to HP on level up without adjusting monster damage output is going to bork your combat math and lead to a lot of full-to-zero hits, which combined with your exhausting death saves is going to mean a lot of adventures stopped in their tracks for months of rest after one good hit. I guess if that’s what you’re aiming for it’ll be fine, but that doesn’t sound like a desirable play pattern to me. [/QUOTE]
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