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General Tabletop Discussion
*Dungeons & Dragons
Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="fuindordm" data-source="post: 6693353" data-attributes="member: 5435"><p>I've been trying to play for a while BtB, and while it bothers me a little bit, whack-a-mole works OK in play.</p><p>None of my PCs have died yet, but several times people have reached strike two before anyone could get to them, and a couple of times the person helping them had to do something crazy like run all the way across a battlefield taking opportunity attacks.</p><p></p><p>The thing is, damage from monsters is so high, and ACs tend to be so low, that once you find yourself in melee it's very hard to find tactics that can protect you from getting knocked out. In AD&D, damage was lower relative to HP so the players could feel the slow attrition and more easily make choices like breaking off combat or hiding behind their tank for a couple of rounds. In 5E, it's all too easy to run into an ogre and get slammed down in the 2nd round.</p><p></p><p>So I'm hesitant to impose a further penalty for getting knocked out. </p><p></p><p>I would consider things like keeping the death save secret, or adding a condition when the player gets up again.</p><p></p><p>Here's another idea: apply overflow damage to the player's max HP, removable by HD spent during a long rest only.</p><p></p><p>For example, Fighter has 5 HP, 40 max HP, and takes 15 damage. They are now at 0 current HP, and 30 max HP. They can be healed and get back in the fight, but have less potential stamina. After the next long rest they spend 1 HD and roll 8. Their max HP increases to 38, but they don't have that HD to spend the next day.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6693353, member: 5435"] I've been trying to play for a while BtB, and while it bothers me a little bit, whack-a-mole works OK in play. None of my PCs have died yet, but several times people have reached strike two before anyone could get to them, and a couple of times the person helping them had to do something crazy like run all the way across a battlefield taking opportunity attacks. The thing is, damage from monsters is so high, and ACs tend to be so low, that once you find yourself in melee it's very hard to find tactics that can protect you from getting knocked out. In AD&D, damage was lower relative to HP so the players could feel the slow attrition and more easily make choices like breaking off combat or hiding behind their tank for a couple of rounds. In 5E, it's all too easy to run into an ogre and get slammed down in the 2nd round. So I'm hesitant to impose a further penalty for getting knocked out. I would consider things like keeping the death save secret, or adding a condition when the player gets up again. Here's another idea: apply overflow damage to the player's max HP, removable by HD spent during a long rest only. For example, Fighter has 5 HP, 40 max HP, and takes 15 damage. They are now at 0 current HP, and 30 max HP. They can be healed and get back in the fight, but have less potential stamina. After the next long rest they spend 1 HD and roll 8. Their max HP increases to 38, but they don't have that HD to spend the next day. [/QUOTE]
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