I'm looking for more variant of the houserule on dying causing exhaustion if you use any? I like the idea of lingering wounds and underused mechanic such as the exhaustion condition is a great candidate to introduce more grit in a game. Some variants can be more taxing on PCs than others, depending on the number of combat in an adventuring day and the frequency of individual dying. Any thoughts?
Dying's Exhaustion
Variant houserules
#01 - After a combat in which you have been dying at least once, you suffer 1 level of exhaustion.
#02 - Whenever you fail a death saving throw, you suffer 1 level of exhaustion.
#03 - Whenever you become dying in combat, you suffer 1 level of exhaustion.
well, I do use some kind of Dyin's exhaustion, I like it because it is easy, and yet manage to make combat more thrilling and dangerous knowing dropping to 0hp can be dangerous even if you're revived. The rule goes as follows.
If you fall unconscious as a result of dropping to 0 Hit points, you gin one level of exhaustion.
As for lingering injuries, Well I'm still testing options with those, I like the idea of them been rare, marks of important events, or fights. As such, the current system I use is as follows: If something manages to deal as much damage as your maximum hit points in a single hit, you suffer a lingering injury. This work for environmental hazard too, and so far, the only time it happened was because one of my players was literally crushed under a falling tower and barely survived instant death, now bearing the scar, proof of this event.
I said lingering wounds but i should say more like a carrying fatigue. Dying's Exhaustion help bring fatique in play, emulating the fact that dying in combat is taxing, and take some time to recover as finishing a long rest reduces a creature's exhaustion level by 1.
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well, I do use some kind of Dyin's exhaustion, I like it because it is easy, and yet manage to make combat more thrilling and dangerous knowing dropping to 0hp can be dangerous even if you're revived. The rule goes as follows.
If you fall unconscious as a result of dropping to 0 Hit points, you gin one level of exhaustion.
As for lingering injuries, Well I'm still testing options with those, I like the idea of them been rare, marks of important events, or fights. As such, the current system I use is as follows: If something manages to deal as much damage as your maximum hit points in a single hit, you suffer a lingering injury. This work for environmental hazard too, and so far, the only time it happened was because one of my players was literally crushed under a falling tower and barely survived instant death, now bearing the scar, proof of this event.
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You use something akin to variant #2.
I said lingering wounds but i should say more like a carrying fatigue. Dying's Exhaustion help bring fatique in play, emulating the fact that dying in combat is taxing, and take some time to recover as finishing a long rest reduces a creature's exhaustion level by 1.