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*Dungeons & Dragons
Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="jrowland" data-source="post: 6715124" data-attributes="member: 94389"><p>I'd rather not keep track of monsters at this level of detail. Ohp =dead in my book, but maybe for important "bosses". It is generous at low levels, I'll admit, but the exhaustion levels are more onerous too (1 point Exh is Dis, and low levels don't have as many ways to counter with Adv). </p><p></p><p></p><p></p><p>This ties in with point 2 at low levels. The difference between hit=exhaustion and 1 exh/5 damage is not much at those levels, but however you do it, getting hit while at 0hp is bad news. I'd be more inclined to keep hit=exh and perhaps add "lingering wounds" for each hit>con (or some other number) if you want to dial it to the danger zone. Also, enemies (smart ones anyway) could pile it on the character, focusing fire to "finish him" as it were. You could easily go from 1 exh to 6 exh in a single round.</p><p></p><p>I might have to formalize this a bit. Its really a data dump at this point. I have been toying with making a "Wounds" system, and my current iteration is HD=Wounds with added HD (you have Level + con mod HD, but use only level HD for HP) and on a Crit or going to 0hp you automatically use HD to mitigate Damage to Zero. The number of HD used = Severity of wound. This keeps you up, preventing Whack-a-mole as long as you have hit dice. It also prevents excessive short rest uses for HP gain. However, once at 0hp and 0 HD, whack-a-mole combat healing returns. So the above treatment is derived from me trying add in exhaustion when at 0HD and can no longer auto-use HD. </p><p></p><p>So, long-winded way to say, yes, it seems generous, but comes from a stance of beating the characters down in another way.</p><p></p><p>I'll have to clean this up and maybe post it here for the hive mind to rip apart.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6715124, member: 94389"] I'd rather not keep track of monsters at this level of detail. Ohp =dead in my book, but maybe for important "bosses". It is generous at low levels, I'll admit, but the exhaustion levels are more onerous too (1 point Exh is Dis, and low levels don't have as many ways to counter with Adv). This ties in with point 2 at low levels. The difference between hit=exhaustion and 1 exh/5 damage is not much at those levels, but however you do it, getting hit while at 0hp is bad news. I'd be more inclined to keep hit=exh and perhaps add "lingering wounds" for each hit>con (or some other number) if you want to dial it to the danger zone. Also, enemies (smart ones anyway) could pile it on the character, focusing fire to "finish him" as it were. You could easily go from 1 exh to 6 exh in a single round. I might have to formalize this a bit. Its really a data dump at this point. I have been toying with making a "Wounds" system, and my current iteration is HD=Wounds with added HD (you have Level + con mod HD, but use only level HD for HP) and on a Crit or going to 0hp you automatically use HD to mitigate Damage to Zero. The number of HD used = Severity of wound. This keeps you up, preventing Whack-a-mole as long as you have hit dice. It also prevents excessive short rest uses for HP gain. However, once at 0hp and 0 HD, whack-a-mole combat healing returns. So the above treatment is derived from me trying add in exhaustion when at 0HD and can no longer auto-use HD. So, long-winded way to say, yes, it seems generous, but comes from a stance of beating the characters down in another way. I'll have to clean this up and maybe post it here for the hive mind to rip apart. [/QUOTE]
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