After reading a number of threads regarding "popcorn healing" in 5E (the act of only healing someone in combat when they hit zero hit points), I wanted to see if the available systems in 5E could support some modification to tweak this immersion-breaking mechanic. It ended up looking like a 4E/5E healing system hybrid.
(1) Death Saving Throws
- when you reach zero hit points, you become Unconscious.
- at the start of each of your turns, you make a Death Saving Throw as normal. Only these Saving Throws can produce successes or failures.
- damage no longer causes Death Saving Throw failures (see point (2) below).
Purpose: you can still "bleed out", but you have some guaranteed time to get help.
(2) Taking Damage At or Down to Zero Hit Points
- when you take damage whilst at zero hit points, or take damage that reduces you to zero hit points:
- you must expend unused Hit Dice to mitigate the remaining damage.
- roll an unused Hit Die and add your Constitution modifier to the roll:
- if that total exceeds the damage taken, you survive.
- if that total is less than the damage taken, roll another unused Hit Die.
- continue until all of the incoming damage is mitigated by rolling unused Hit Dice.
- these Hit Dice now count as being used.
- if you do not have enough unused Hit Dice to mitigate the remaining damage, you die.
Purpose: turns player survival into a function of Hit Points and Hit Dice. Measuring both together helps a player determine how well they can survive.
- bypasses the issue of "hitting zero hit points and ignoring non-lethal damage". A fireball doesn't burn your body less simply because you lost consciousness.
- is a less efficient use of Hit Dice compared to point (5) below. If a Hit Dice roll exceeds the remaining damage, you don't gain the difference as hit points; it is simply wasted.
- it's more bookkeeping but it carries weight that players can measure.
(3) Regaining Hit Points
- when you regain hit points, you gain an additional effect:
- you may expend a number of unused Hit Dice equal to your Proficiency Bonus.
- roll each of these Hit Dice and add your Constitution modifier, then regain that many regain hit points.
Purpose: helps mitigate "popcorn healing" somewhat, using limited player resources, by picking someone up with a reasonable amount of health.
- combined with point (2) above, it makes healing quantities actually matter.
- reminiscent of 4E in that it produces an effect similar to a Healing Surge.
(4) Being Resurrected
- if you are brought back to life using a spell with a consumable material component:
- you gain a number of bonus unused Hit Dice equal to your Proficiency Bonus.
- you may immediately expend them to regain hit points, as per point (3) above.
Purpose: expands player resources enough to get them reasonably back on their feet.
- helps further justify the consumable material components for resurrection spells.
(5) Spending Hit Dice / Spell Slots / Items to Regain Hit Points During a Short Rest
- when you expend unused Hit Dice to heal during a Short Rest, you may roll each Hit Dice with Advantage.
- when you expend spell slots or items to heal whilst out-of-combat, you may roll the first four dice in the healing roll(s) with Advantage, if applicable.
Purpose: incentivizes out-of-combat preparation and healing.
- also helps a bit with immersion; taking your time to mend your wounds produces better results.
This is just a first-pass idea. There are abilities that gain high priority under this system (Aura of Vitality is already insanely efficient), so it would need some work. And of course, proper encounter setup by the DM is needed to help give this system any significance during the campaign.
honestly you could just make it so you gain a level of exhaustion whenever you drop to 0
Could do, but this keeps them in fighting form, right up until they might drop dead for good. Incentivizes them to push the limit a bit more.
Dropping to zero two or three times in a dungeon is almost a guarantee for the party to call it off. Too resource intensive to justify moving forward (and not even possible before 5th level spells become available).
honestly you could just make it so you gain a level of exhaustion whenever you drop to 0
Could do, but this keeps them in fighting form, right up until they might drop dead for good. Incentivizes them to push the limit a bit more.
Dropping to zero two or three times in a dungeon is almost a guarantee for the party to call it off. Too resource intensive to justify moving forward (and not even possible before 5th level spells become available).
i have never a single person had someone drop more then twice in a single session (this is somewhat because of a low combat level) and you should probs call it off anyway if thats happening.
After reading a number of threads regarding "popcorn healing" in 5E (the act of only healing someone in combat when they hit zero hit points), I wanted to see if the available systems in 5E could support some modification to tweak this immersion-breaking mechanic. It ended up looking like a 4E/5E healing system hybrid.
(1) Death Saving Throws
honestly you could just make it so you gain a level of exhaustion whenever you drop to 0
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Could do, but this keeps them in fighting form, right up until they might drop dead for good. Incentivizes them to push the limit a bit more.
Dropping to zero two or three times in a dungeon is almost a guarantee for the party to call it off. Too resource intensive to justify moving forward (and not even possible before 5th level spells become available).
i have never a single person had someone drop more then twice in a single session (this is somewhat because of a low combat level) and you should probs call it off anyway if thats happening.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here