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Warlording the fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 6672315" data-attributes="member: 996"><p>The 4e Revenant had a fairly clean mechanic for staying up at 0, without just being completely unaffected by the fact it was at 0 hps. You'd probably need a special rule or two, since the character is able to defend himself... </p><p></p><p>Porting the revenant mechanic might look something like:</p><p></p><p>"The ally reduced to 0 is not rendered unconscious, instead, on their turn, the ally can take either a move or an action but not bonus action. At the end of their turn, the ally makes death save. Hits against the affected ally force an immediate death save instead of an automatic failed death save, even if he has stabilized. If the ally gains temporary hps, any hit suffered while he has at least 1 temp hp remaining does not force a death save. If they ally fails any death save before it regains hps, it falls unconscious and the rules for being at 0 hps are applied normally from then on."</p><p></p><p>I think that might about cover it. I've generally found 'stay up at 0' mechanics to be a great way to get a character, killed, BTW, since it continues to draw attacks. Even giving death saves for hits instead of automatic failures, as suggested above, leaves it pretty likely (more likely, the more attacks your enemies can generate per round) that the character you use such an ability on is going to be genuinely dead before your next turn comes around.</p><p></p><p>I thought you'd been arguing, rather stridently, that anything touching HD was bad for modularity?Yes, it appears you did.</p><p></p><p> You do seem to have a bit of comedic talent when it comes to imagining absurd examples of otherwise reasonable mechanics.</p><p></p><p>Nod. Conceptual difference count, as well as mechanical ones. One, perhaps too-obvious, possibility would be limiting it to combat, or to non-combat tasks that bear on tactical and strategic objectives. Kind of pointless, really, though, to take a plausible non-combat mechanic and cut off the other two pillars. I suppose a simple, logical, restriction would be that he could enhance only what ordinary, mundane help could. Maybe: You can Help another character as a bonus action, when you use a regular action to Help, you also grant a bonus (+1d4/+1d6/CHAmod/+1d10 the lower roll if under 10/+1 to the higher roll/+2 except +6 on Tuesdays when facing East/whatever works)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6672315, member: 996"] The 4e Revenant had a fairly clean mechanic for staying up at 0, without just being completely unaffected by the fact it was at 0 hps. You'd probably need a special rule or two, since the character is able to defend himself... Porting the revenant mechanic might look something like: "The ally reduced to 0 is not rendered unconscious, instead, on their turn, the ally can take either a move or an action but not bonus action. At the end of their turn, the ally makes death save. Hits against the affected ally force an immediate death save instead of an automatic failed death save, even if he has stabilized. If the ally gains temporary hps, any hit suffered while he has at least 1 temp hp remaining does not force a death save. If they ally fails any death save before it regains hps, it falls unconscious and the rules for being at 0 hps are applied normally from then on." I think that might about cover it. I've generally found 'stay up at 0' mechanics to be a great way to get a character, killed, BTW, since it continues to draw attacks. Even giving death saves for hits instead of automatic failures, as suggested above, leaves it pretty likely (more likely, the more attacks your enemies can generate per round) that the character you use such an ability on is going to be genuinely dead before your next turn comes around. I thought you'd been arguing, rather stridently, that anything touching HD was bad for modularity?Yes, it appears you did. You do seem to have a bit of comedic talent when it comes to imagining absurd examples of otherwise reasonable mechanics. Nod. Conceptual difference count, as well as mechanical ones. One, perhaps too-obvious, possibility would be limiting it to combat, or to non-combat tasks that bear on tactical and strategic objectives. Kind of pointless, really, though, to take a plausible non-combat mechanic and cut off the other two pillars. I suppose a simple, logical, restriction would be that he could enhance only what ordinary, mundane help could. Maybe: You can Help another character as a bonus action, when you use a regular action to Help, you also grant a bonus (+1d4/+1d6/CHAmod/+1d10 the lower roll if under 10/+1 to the higher roll/+2 except +6 on Tuesdays when facing East/whatever works) [/QUOTE]
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