this post was submitted on 23 Oct 2023
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Condition Dying
Not for NPCs, the goal is to keep players alive.
When hit points reach 0, the character drops Prone and becomes Dying
At the beginning of the round, we start with the Death saving throws.
Then, the character can either:
Move (prone = half movement). Cost: Free
Talking while dying. Cost = Free
Action. Cost = 3 levels of Exhaustion
Bonus Action. Cost = 1 level of Exhaustion
Reaction. Cost = 1 level of Exhaustion
It is not possible to get up.
Exhaustion: On the d20
1 = -1 on every d20
2 = -2 on every d20
......
9 = -9 on every d20
10 = death
Recovery **First ** shorts rest = - 1 Exhaustion Long rest = - 2 Exhaustion
Edits following comments :
so, the -1 exhaustion on short rests is only on the FIRST short rest that they use it on. They can't do it twice in a day. Also clarified the scaling. Love to you all
I'm telling you, just play Pathfinder 2e already. They have great dying rules that prevents up/down abuse with the wounded condition building on the dying condition to stop the up/down cheese seen in 5e.
I used to run 5e for years and also use to make all kinds of house rules and systems just like this to get it to run how I wanted it to because it doesn't do much outside of combat out of the box. I read through the PF2e rulebook and kicked myself for not switching sooner because they have a rule for damn near everything I would want to run and super balanced at the same time.
If I had more time, PF2 is on my list for a game. I do know a DM, I just don't have the time yet in my scheduling. But yeah, I'm trying PF2 one day if I live long enough.
That's addressing a totally different issue to what the above piece, which is about maintaining action and agency when a PC is knocked unconscious.
The up-down yo-yo of 5e is a problem but the frustration here is when combat rounds are taking a while, it's so boring to just make one roll every 40 minutes.