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Why my friends hate talking to me about 5e.
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<blockquote data-quote="DND_Reborn" data-source="post: 8688006" data-attributes="member: 6987520"><p>All I can say is our experiences are <em>vastly</em> different. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>Still, what do you <em>want</em> it to be then? This is what it is. Penalties at 0 hit points are often house-ruled because of whack-a-mole and groups, especially DMs admittedly, being tired of PCs functioning at 1 hp as well as 100 hp. The effect of compounding exhaustion levels makes this more of hinderance in performance where none exists at present.</p><p></p><p>The punishment of death isn't the player not playing, it is the character dying. But perhaps the player was reckless or over-confident, perhaps they misunderstood the rules or their character's capabilities? I've seen a lot of reasons, personally. At such times, the player can take over an NPC, work on a new character while others continue the adventure, or do any number of other things.</p><p></p><p>Anyway, you prevent pop-up healing by preventing PCs from going to 0. The BIGGEST issue IME is players wait too long before they start in-combat healing. When was the last time you saw a PC disengage and pull back? It rarely happens IME and I emphasize to my players that they should approach combat with two goals:</p><p></p><p>1. SURVIVE</p><p>2. WIN</p><p></p><p>In that order.</p><p></p><p>While exhaustion at 0 hp isn't for you, if your players want to try it, let them IMO. We've been using it for years and enjoy the sense of danger and increased difficulty it brings. However, we are exploring new alternatives and with them will likely drop the house-rule because otherwise we are doubling down on 0 hp, and that is too punishing--even for our group. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Another issue IMO with 5E is hitting (i.e. the successful attack) is TOO EASY, averaging 60-70%, but that <em>is</em> a different issue...</p><p></p><p>Anyway, I hope you find something that works for you--or use what is there already if you're happy with it. Good luck.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8688006, member: 6987520"] All I can say is our experiences are [I]vastly[/I] different. 🤷♂️ Still, what do you [I]want[/I] it to be then? This is what it is. Penalties at 0 hit points are often house-ruled because of whack-a-mole and groups, especially DMs admittedly, being tired of PCs functioning at 1 hp as well as 100 hp. The effect of compounding exhaustion levels makes this more of hinderance in performance where none exists at present. The punishment of death isn't the player not playing, it is the character dying. But perhaps the player was reckless or over-confident, perhaps they misunderstood the rules or their character's capabilities? I've seen a lot of reasons, personally. At such times, the player can take over an NPC, work on a new character while others continue the adventure, or do any number of other things. Anyway, you prevent pop-up healing by preventing PCs from going to 0. The BIGGEST issue IME is players wait too long before they start in-combat healing. When was the last time you saw a PC disengage and pull back? It rarely happens IME and I emphasize to my players that they should approach combat with two goals: 1. SURVIVE 2. WIN In that order. While exhaustion at 0 hp isn't for you, if your players want to try it, let them IMO. We've been using it for years and enjoy the sense of danger and increased difficulty it brings. However, we are exploring new alternatives and with them will likely drop the house-rule because otherwise we are doubling down on 0 hp, and that is too punishing--even for our group. ;) Another issue IMO with 5E is hitting (i.e. the successful attack) is TOO EASY, averaging 60-70%, but that [I]is[/I] a different issue... Anyway, I hope you find something that works for you--or use what is there already if you're happy with it. Good luck. [/QUOTE]
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