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Why my friends hate talking to me about 5e.
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<blockquote data-quote="Cruentus" data-source="post: 8685852" data-attributes="member: 7034645"><p>I used that exact mechanic in my last campaign in 5e (if you fall to 0, you gain a level of exhaustion). It worked very well. If people yoyo'd in fights, they paid for it. It did cause my players to consider and think about their fatigue levels, and whether they wanted to press on or not. It still didn't address [USER=50987]@CleverNickName[/USER] s comment about how weird it was for characters to be in a monster infested ruin, and get a goods night sleep, recover all their abilities and spells, and be all healed up. (Naturally, Leomund's Hut of Invulnerability helped immensely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" />). </p><p></p><p>But, overall, the mechanic worked. And I also had a super slow pace - more hexcrawl/lots of travel rather than 6-8 encounters per day. We also didn't get past 6th level or so, as the razor edge of how to challenge parties to not cause TPKs, was elusive. It was either "we're dead" or cakewalk. And our frontline fighter was an Arcane Archer... everyone else was a spellcaster of some wort/cleric/sorcerer/wizard.</p><p></p><p>*edit, I also did change the exhaustion mechanics to a 6 level system where there was cumulative -1 or -2 modifiers to attack/save/Con checks/AC, etc. We were ok with futzing with more fine adjustments, as the 5e exhaustion mechanic is heavy handed out of the gate. You still didn't want to get to higher levels using my house rules, and players paid attention to it.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8685852, member: 7034645"] I used that exact mechanic in my last campaign in 5e (if you fall to 0, you gain a level of exhaustion). It worked very well. If people yoyo'd in fights, they paid for it. It did cause my players to consider and think about their fatigue levels, and whether they wanted to press on or not. It still didn't address [USER=50987]@CleverNickName[/USER] s comment about how weird it was for characters to be in a monster infested ruin, and get a goods night sleep, recover all their abilities and spells, and be all healed up. (Naturally, Leomund's Hut of Invulnerability helped immensely :rolleyes:). But, overall, the mechanic worked. And I also had a super slow pace - more hexcrawl/lots of travel rather than 6-8 encounters per day. We also didn't get past 6th level or so, as the razor edge of how to challenge parties to not cause TPKs, was elusive. It was either "we're dead" or cakewalk. And our frontline fighter was an Arcane Archer... everyone else was a spellcaster of some wort/cleric/sorcerer/wizard. *edit, I also did change the exhaustion mechanics to a 6 level system where there was cumulative -1 or -2 modifiers to attack/save/Con checks/AC, etc. We were ok with futzing with more fine adjustments, as the 5e exhaustion mechanic is heavy handed out of the gate. You still didn't want to get to higher levels using my house rules, and players paid attention to it. [/QUOTE]
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