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Community
General Tabletop Discussion
*Dungeons & Dragons
Wound Levels instead of Death Saves house rule
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<blockquote data-quote="DEFCON 1" data-source="post: 7802300" data-attributes="member: 7006"><p>For both my current campaigns and my last set of campaigns I also did the "Exhaustion Table instead of 3 Death saves" for when PCs hit 0. I also much prefer it because it gives meaning to dropping to 0 HP. But as I also had a bit of a conceptual issue with the first level being Disadvantage on ability checks (one of the items on the list I think should be less likely to result from being really tired)... I re-arranged my Exhaustion table as so:</p><p></p><p>Level 1: Speed reduced to half.</p><p>Level 2: Max HP reduced to half</p><p>Level 3: Attacks and saves at disadvantage</p><p>Level 4: Ability checks at disadvantage</p><p>Level 5: Speed reduced to 0</p><p>Level 6: Death</p><p></p><p>By doing it this way, it punishes a PC's ability to fight any further before it punishes them from doing standard non-combat actions (like remembering stuff about magic or talking to people.) Which is what I prefer. If you are getting hammered and beaten down in combat... then I think its your combat skills that should take the penalties first. Because then it inspires players to not let a single PC take all the damage. They realize they can't let their tank take ALL the damage, because that will just exhaust him and then they won't actually have an effectual tank for the next fight. So they learn to distribute damage over more players... and thus things like the stupid archer Ranger PC (who has oftentimes just as many HP as the melee characters) can't just continually hide in the trees like a wimp. They actually have to man up and sometimes take a hit.</p><p></p><p>Because nobody wants their melee tank to lose half their max HP. Because then they are really <em>screwed</em> if they can't get away to go and rest.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7802300, member: 7006"] For both my current campaigns and my last set of campaigns I also did the "Exhaustion Table instead of 3 Death saves" for when PCs hit 0. I also much prefer it because it gives meaning to dropping to 0 HP. But as I also had a bit of a conceptual issue with the first level being Disadvantage on ability checks (one of the items on the list I think should be less likely to result from being really tired)... I re-arranged my Exhaustion table as so: Level 1: Speed reduced to half. Level 2: Max HP reduced to half Level 3: Attacks and saves at disadvantage Level 4: Ability checks at disadvantage Level 5: Speed reduced to 0 Level 6: Death By doing it this way, it punishes a PC's ability to fight any further before it punishes them from doing standard non-combat actions (like remembering stuff about magic or talking to people.) Which is what I prefer. If you are getting hammered and beaten down in combat... then I think its your combat skills that should take the penalties first. Because then it inspires players to not let a single PC take all the damage. They realize they can't let their tank take ALL the damage, because that will just exhaust him and then they won't actually have an effectual tank for the next fight. So they learn to distribute damage over more players... and thus things like the stupid archer Ranger PC (who has oftentimes just as many HP as the melee characters) can't just continually hide in the trees like a wimp. They actually have to man up and sometimes take a hit. Because nobody wants their melee tank to lose half their max HP. Because then they are really [I]screwed[/I] if they can't get away to go and rest. [/QUOTE]
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Community
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Wound Levels instead of Death Saves house rule
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