I've been using a similar exhaustion mechanic in my game. It was originally based off of Pathfinder 2e conditions. The main difference I have is that characters have different exhaustion thresholds equal to their their CON mod + WIS mod + 1 (if the modifiers are positive). This represents both the physical and mental stressors that contribute to exhaustion. Once you go over that threshold you die, so if you've got a threshold of 3, once you get that 4th level of exhaustion, you're dead.
On top of that, dropping unconscious gives you a level of exhaustion, so it's not a good idea to do that healing bungee. But, the most important thing is that there are more ways than a long rest to heal points of exhaustion. A high quality meal, visiting a bathhouse/spa, I even have a feat that allows you to ignore levels of exhaustion.
A level of exhaustion on KO, actually a great idea. I used injuries from DMG, but those were either too easy or overkill, though most could be healed with any magical healing. This is easier to track and can't be healed with cure wounds.
I've been using a similar exhaustion mechanic in my game. It was originally based off of Pathfinder 2e conditions. The main difference I have is that characters have different exhaustion thresholds equal to their their CON mod + WIS mod + 1 (if the modifiers are positive). This represents both the physical and mental stressors that contribute to exhaustion. Once you go over that threshold you die, so if you've got a threshold of 3, once you get that 4th level of exhaustion, you're dead.
While I like the idea in principle it feels like it overly favours certain characters; a tanky Cleric or Druid for example is going to have a much higher threshold than a Sorcerer who needs to focus on Dexterity and Charisma for their build. Constitution also already makes you more resistant to exhaustion in many cases, since CON saves are the most common way to resist gaining a level of exhaustion.
Personally I'd keep it simple with everything having the same limit, but if a physically weaker character is subjected to physical stress maybe they will take more levels at once on a failure? I would only do that in certain situations though where it makes sense, rather than making it the standard. Any adventurer should be able to cope with a moderate amount of exhaustion/stress, it's the extreme situations or lack of time to recover when it should get dangerous.
I used injuries from DMG, but those were either too easy or overkill, though most could be healed with any magical healing. This is easier to track and can't be healed with cure wounds.
Cure wounds shouldn't be capable of healing injuries, as they're very much intended to be something more severe. Think of "wounds" as cuts, scrapes, bruises etc., and injuries as actual broken bones etc. A crushed hand should require more than a basic 1st-level healing spell to fix it.
This is how I run it; also I'd say for both injuries or exhaustion, don't just do it automatically on a KO, as that risks punishing a player that is already struggling. I'd reserve it for a case-by-case basis, with my preference being characters that are harmed by their own negative actions, e.g- taking stupid risks, going off alone, failing to work well with the team etc., but you shouldn't punish a character that tried their best and went down anyway, as in tough battles against high level enemies it's to be expected that someone gets KO'd, otherwise there isn't enough of a threat.
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the new rules seriously nerfed the play styles of the front liners, if the front lines go down the rest follow suit soon after leading to more tpks and more new players not wanting to play. and I feel the secret rolls adds to the dm ever growing duties to make games fun for all, and makes a new dm even more confused.
They removed it in UA5.... I actually really liked the new concept way more than PHB2014. To me it made more logical sense as well.
They didn't specifically remove it, they just didn't mention it. Given how well received it was, I suspect it will survive.
The way the Rules Glossary is slated to work for the playtest is if a feature isn't present in the Rules Glossary the rules default to the 2014 PHB version of that feature. Thus by not including it in the Rules Glossary in UA5 it's effectively removed. However, you're right that they might well add it back in for UA6 or the 2024 PHB in the end.
I'm going to be an advocate here l, but even if I can do quick maths without worrying, not every player can or especially want, on EVERY licorny action.
If you really want an average fix, to consider it as a an availlable ressource for a dm or allow players some more choices, double the range of exhaustion lvl a bit like sneak attack.
2 points u get disadvantages 2 more points for speed reduce 2 more points 4 attack disadvantages etc. This is a decent compromise. And definitelly being ko should automatically grant an exhaustion level, or 2 points in the eg I'm using
I'm going to be an advocate here l, but even if I can do quick maths without worrying, not every player can or especially want, on EVERY licorny action.
If you really want an average fix, to consider it as a an availlable ressource for a dm or allow players some more choices, double the range of exhaustion lvl a bit like sneak attack.
2 points u get disadvantages 2 more points for speed reduce 2 more points 4 attack disadvantages etc. This is a decent compromise. And definitelly being ko should automatically grant an exhaustion level, or 2 points in the eg I'm using
I don't think there's any reason to go that complex; exhaustion level being a penalty to rolls works well, the main fixes needed are:
The penalty should also apply to your save DCs, so things like grappling and save spells aren't immune.
Speed should be halved once you take your third or fourth level of exhaustion (or fourth or fifth, it depends how much more common exhaustion is likely to become). I'm tempted to make it -5 feet movement per exhaustion level, so you reach a point where you're having to Dash just to be able to move at all, but that might be too harsh.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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A level of exhaustion on KO, actually a great idea. I used injuries from DMG, but those were either too easy or overkill, though most could be healed with any magical healing. This is easier to track and can't be healed with cure wounds.
While I like the idea in principle it feels like it overly favours certain characters; a tanky Cleric or Druid for example is going to have a much higher threshold than a Sorcerer who needs to focus on Dexterity and Charisma for their build. Constitution also already makes you more resistant to exhaustion in many cases, since CON saves are the most common way to resist gaining a level of exhaustion.
Personally I'd keep it simple with everything having the same limit, but if a physically weaker character is subjected to physical stress maybe they will take more levels at once on a failure? I would only do that in certain situations though where it makes sense, rather than making it the standard. Any adventurer should be able to cope with a moderate amount of exhaustion/stress, it's the extreme situations or lack of time to recover when it should get dangerous.
Cure wounds shouldn't be capable of healing injuries, as they're very much intended to be something more severe. Think of "wounds" as cuts, scrapes, bruises etc., and injuries as actual broken bones etc. A crushed hand should require more than a basic 1st-level healing spell to fix it.
This is how I run it; also I'd say for both injuries or exhaustion, don't just do it automatically on a KO, as that risks punishing a player that is already struggling. I'd reserve it for a case-by-case basis, with my preference being characters that are harmed by their own negative actions, e.g- taking stupid risks, going off alone, failing to work well with the team etc., but you shouldn't punish a character that tried their best and went down anyway, as in tough battles against high level enemies it's to be expected that someone gets KO'd, otherwise there isn't enough of a threat.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
the new rules seriously nerfed the play styles of the front liners, if the front lines go down the rest follow suit soon after leading to more tpks and more new players not wanting to play. and I feel the secret rolls adds to the dm ever growing duties to make games fun for all, and makes a new dm even more confused.
They removed it in UA5.... I actually really liked the new concept way more than PHB2014. To me it made more logical sense as well.
They didn't specifically remove it, they just didn't mention it. Given how well received it was, I suspect it will survive.
The way the Rules Glossary is slated to work for the playtest is if a feature isn't present in the Rules Glossary the rules default to the 2014 PHB version of that feature. Thus by not including it in the Rules Glossary in UA5 it's effectively removed. However, you're right that they might well add it back in for UA6 or the 2024 PHB in the end.
I'm going to be an advocate here l, but even if I can do quick maths without worrying, not every player can or especially want, on EVERY licorny action.
If you really want an average fix, to consider it as a an availlable ressource for a dm or allow players some more choices, double the range of exhaustion lvl a bit like sneak attack.
2 points u get disadvantages
2 more points for speed reduce
2 more points 4 attack disadvantages
etc.
This is a decent compromise.
And definitelly being ko should automatically grant an exhaustion level, or 2 points in the eg I'm using
I don't think there's any reason to go that complex; exhaustion level being a penalty to rolls works well, the main fixes needed are:
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.