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General Tabletop Discussion
*Dungeons & Dragons
Wound Levels instead of Death Saves house rule
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<blockquote data-quote="Blue" data-source="post: 7799417" data-attributes="member: 20564"><p>Just to get it out of the way, I think some characters put themselves at the a higher risk of dropping to zero for the good of the party. Picture a front line fighter vs. an archer fighter. So I think any rule that penalizes characters for helping protect the party is a disincentive to how I want to play. But that's my table, and yours in enjoying it so let me try to be directly helpful.</p><p></p><p>First, I like your expanded Exhaustion table. One issue I've had about exhaustion being handed out as a combat-based penalty is that the first thing it does is give you disadvantage on ability checks - with is the vast majority of mechanical interaction in other pillars of play. So because of combat you've become bad at everything that isn't combat. Personally, I'd recommend breaking up that when you get it (2nd level of exhaustion) even more - perhaps that gives disadvatnage on STR, DEX and CON ability checks, and a later one for INT, WIS and CHR ability checks.</p><p></p><p>I notice that you can get rid of wounds by spending HD during a short rest, but during a long rest wounds become exhaustion. This might end up with players wanting mechanically to have a short rest (to spend HD to clear wounds) right before a long rest. Perhaps during a long rest a character MUST spend remaining HD to cure wounds first, and then they become exhaustion. This both cures the problem, but since HD only half refresh it may create other issues that last into the next day.</p></blockquote><p></p>
[QUOTE="Blue, post: 7799417, member: 20564"] Just to get it out of the way, I think some characters put themselves at the a higher risk of dropping to zero for the good of the party. Picture a front line fighter vs. an archer fighter. So I think any rule that penalizes characters for helping protect the party is a disincentive to how I want to play. But that's my table, and yours in enjoying it so let me try to be directly helpful. First, I like your expanded Exhaustion table. One issue I've had about exhaustion being handed out as a combat-based penalty is that the first thing it does is give you disadvantage on ability checks - with is the vast majority of mechanical interaction in other pillars of play. So because of combat you've become bad at everything that isn't combat. Personally, I'd recommend breaking up that when you get it (2nd level of exhaustion) even more - perhaps that gives disadvatnage on STR, DEX and CON ability checks, and a later one for INT, WIS and CHR ability checks. I notice that you can get rid of wounds by spending HD during a short rest, but during a long rest wounds become exhaustion. This might end up with players wanting mechanically to have a short rest (to spend HD to clear wounds) right before a long rest. Perhaps during a long rest a character MUST spend remaining HD to cure wounds first, and then they become exhaustion. This both cures the problem, but since HD only half refresh it may create other issues that last into the next day. [/QUOTE]
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Community
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*Dungeons & Dragons
Wound Levels instead of Death Saves house rule
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