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Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6695853" data-attributes="member: 6787650"><p>Grognard reminder for discussion context:</p><p></p><p>In AD&D, the Death's Door optional rule could potentially let you survive below 0 HP. You lost 1 HP per round until someone spent a full round staunching your wounds, and if anything ever brought you to -10 HP you died automatically. A Cure Wounds spell could restore you to 1 HP, but no higher until you had a full day of rest, and until then you could not fight and were "barely able to move"; only a Heal spell could return you to full HP and activity before then. In any case, even with a Heal spell you still had all your spells wiped from memory and had to rememorize them.</p><p></p><p>If you wanted to adapt this approach to 0 HP to 5E, you'd want to say that once you hit 0 HP, any cure method that does not include at least a Greater Restoration leaves you stunned until the next long rest and also at only 1 HP. Additionally, you lose all your spell points/slots. It's not a bad rule really; there's plenty of incentive to remain above 0 HP but there's no long-term damage to track. The major potential failing is the fact that the player might get bored if his PC is out of action too long, but at many tables that isn't a problem: the DM finds something else for them to do like play a monster, or else the players are simply accustomed to splitting the party frequently anyway (sigh) so they know how to handle waiting.</p><p></p><p>It would be a pretty major change from the default 5E rules though, and it would make monsters like banshees extremely deadly, because one failed Con check could wipe out all of your spells and basically take you out of the game for a full game day.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6695853, member: 6787650"] Grognard reminder for discussion context: In AD&D, the Death's Door optional rule could potentially let you survive below 0 HP. You lost 1 HP per round until someone spent a full round staunching your wounds, and if anything ever brought you to -10 HP you died automatically. A Cure Wounds spell could restore you to 1 HP, but no higher until you had a full day of rest, and until then you could not fight and were "barely able to move"; only a Heal spell could return you to full HP and activity before then. In any case, even with a Heal spell you still had all your spells wiped from memory and had to rememorize them. If you wanted to adapt this approach to 0 HP to 5E, you'd want to say that once you hit 0 HP, any cure method that does not include at least a Greater Restoration leaves you stunned until the next long rest and also at only 1 HP. Additionally, you lose all your spell points/slots. It's not a bad rule really; there's plenty of incentive to remain above 0 HP but there's no long-term damage to track. The major potential failing is the fact that the player might get bored if his PC is out of action too long, but at many tables that isn't a problem: the DM finds something else for them to do like play a monster, or else the players are simply accustomed to splitting the party frequently anyway (sigh) so they know how to handle waiting. It would be a pretty major change from the default 5E rules though, and it would make monsters like banshees extremely deadly, because one failed Con check could wipe out all of your spells and basically take you out of the game for a full game day. [/QUOTE]
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