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What needs to be fixed in 5E?
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<blockquote data-quote="tuxgeo" data-source="post: 5713625" data-attributes="member: 61026"><p>Off the top of my head as an alternative to simple "ongoing damage (save ends)": </p><p></p><p><strong>Decreasing Damage: </strong></p><p>Get a saving throw every round to end it; but the amount of the damage decreases by 1/3 each round anyway; and it all ends when zero damage is being dealt, even without any successful saving throw.</p><p></p><p>It might be implemented this way: </p><p></p><p>[example] </p><p>Hit: 2d6 + [appropriate modifier] damage, plus 6 ongoing damage until the end of the target's next turn (save cancels all further aftereffects). </p><p>Aftereffect: 2/3 of the original ongoing damage of the attack until the end of the target's following turn [i.e. the turn following the "next turn" referred to in the "Hit" line] (save cancels all further aftereffects). </p><p>. Second Aftereffect: 1/3 of the original ongoing damage of the attack until the end of the target's subsequent turn [i.e.the turn following the "following turn" referred to in the "Aftereffect" line].</p><p></p><p>There. It's now broken down into three phases: full ongoing damage in the "next turn," 2/3 ongoing damage in the "following turn," and 1/3 ongoing damage in the "subsequent turn" -- and any single successful saving throw can end all further ongoing damage from this one attack in any one of those turns. </p><p></p><p>With no further aftereffects listed, no further damage results from this one attack -- so no characters necessarily have to "bleed out" due to repeated failed saves against one attack.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 5713625, member: 61026"] Off the top of my head as an alternative to simple "ongoing damage (save ends)": [B]Decreasing Damage: [/B] Get a saving throw every round to end it; but the amount of the damage decreases by 1/3 each round anyway; and it all ends when zero damage is being dealt, even without any successful saving throw. It might be implemented this way: [example] Hit: 2d6 + [appropriate modifier] damage, plus 6 ongoing damage until the end of the target's next turn (save cancels all further aftereffects). Aftereffect: 2/3 of the original ongoing damage of the attack until the end of the target's following turn [i.e. the turn following the "next turn" referred to in the "Hit" line] (save cancels all further aftereffects). . Second Aftereffect: 1/3 of the original ongoing damage of the attack until the end of the target's subsequent turn [i.e.the turn following the "following turn" referred to in the "Aftereffect" line]. There. It's now broken down into three phases: full ongoing damage in the "next turn," 2/3 ongoing damage in the "following turn," and 1/3 ongoing damage in the "subsequent turn" -- and any single successful saving throw can end all further ongoing damage from this one attack in any one of those turns. With no further aftereffects listed, no further damage results from this one attack -- so no characters necessarily have to "bleed out" due to repeated failed saves against one attack. [/QUOTE]
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What needs to be fixed in 5E?
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