I'd love any feedback on this proposed house rule. Pros? Cons? Ramifications to consider?
I won't try to justify or defend the proposed house rule here. I'd rather just let people provide feedback, why it might be good, why it might not, edge cases that would have to be taken into consideration, etc. I'd be interested in suggested modifications, too.
Thanks in advance.
Bloodied Exhaustion When a PC is Bloodied, if they are able to experience Exhaustion, they take a level of Exhaustion called Bloodied Exhaustion.
Mechanically Bloodied Exhaustion functions per normal Exhaustion, with the following caveats.
This level of Bloodied Exhaustion stacks on any previous levels of Exhaustion the PC may currently have - except when that would give the PC their final, fatal level of Exhaustion. The level of Bloodied Exhaustion is removed when the character is not Bloodied.
PCS will likely be bloodied for at least a third of the adventuring day, so this seems pretty anti-fun. It doesn't really do anything except make PCS fail rolls more.
PCS will likely be bloodied for at least a third of the adventuring day, so this seems pretty anti-fun. It doesn't really do anything except make PCS fail rolls more.
Thanks for thoughts. Do you think it might add value to healers and counter the 'issue' of yoyo healing? You know, where you don't heal someone until they go down?
As to the third of their day bloodied, that could just be because there's no downside to doing so.
Again, not arguing FOR doing this. Just trying to pick the mechanical idea apart.
The reason healers yo yo heal is that mechanically healing is far weaker than incomming dpr so its mathmatically the most efficient - most healers i know would rather not - that is one of the main reasons I boost healing in all my games.
I like the idea of penalizing injuries, assuming it applies to everything, but I think this would be a bit rough to play thru. I do think when the mechanics of the game penalize healing people as opposed to standing them back up after they go down, theres some serious flaws in it.
Maybe this instead, whenever a person loses consciousness, they get a level of exhaustion when they regain hitpoints? With exceptions for traits and spells that go along the lines of 'when reduced to 0 hp, you have 1 hp instead'
It gives players a strong reason to heal between fights and take short rests, use healing items, etc. But only penalizes them for actually getting taken out of the fight. It still puts a punishment for going down, which should incentivize avoiding being damaged, but isn't quite as rough with the actual mechanical penalties on the players.
Edit
When i say avoiding being damaged, I mean avoid staying damaged between fights rather than trying to heal.
I could see this working for a more "realistic" style of play.
Drop to 0 hit points and gain a level of exhaustion.
For those DMs who like to raise the level of challenge in their games this is an option they could use instead of just throwing more monsters at a group.
You could add in the option of removing the exhaustion by simply raising the character back to half hit points.
But house rules are great if you try them out openly willing to remove them if they just dontt work out.
Oh and write them all down so nothing can be argued. Writing them down tends to form them better also.
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Hi all,
I'd love any feedback on this proposed house rule. Pros? Cons? Ramifications to consider?
I won't try to justify or defend the proposed house rule here. I'd rather just let people provide feedback, why it might be good, why it might not, edge cases that would have to be taken into consideration, etc. I'd be interested in suggested modifications, too.
Thanks in advance.
PCS will likely be bloodied for at least a third of the adventuring day, so this seems pretty anti-fun. It doesn't really do anything except make PCS fail rolls more.
Do not under any cirmucstances do this
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Pretty much agree with both comments above - bad enough healing stinks - now we punish players for engaging in combat - no thanks.
Thanks all.
Hmm.
Thanks for thoughts. Do you think it might add value to healers and counter the 'issue' of yoyo healing? You know, where you don't heal someone until they go down?
As to the third of their day bloodied, that could just be because there's no downside to doing so.
Again, not arguing FOR doing this. Just trying to pick the mechanical idea apart.
The reason healers yo yo heal is that mechanically healing is far weaker than incomming dpr so its mathmatically the most efficient - most healers i know would rather not - that is one of the main reasons I boost healing in all my games.
Appreciate the more in depth replies that attach explanations to the opinions (which people are, of course, welcome to have). V helpful. Cheers.
I like the idea of penalizing injuries, assuming it applies to everything, but I think this would be a bit rough to play thru. I do think when the mechanics of the game penalize healing people as opposed to standing them back up after they go down, theres some serious flaws in it.
Maybe this instead, whenever a person loses consciousness, they get a level of exhaustion when they regain hitpoints? With exceptions for traits and spells that go along the lines of 'when reduced to 0 hp, you have 1 hp instead'
It gives players a strong reason to heal between fights and take short rests, use healing items, etc. But only penalizes them for actually getting taken out of the fight. It still puts a punishment for going down, which should incentivize avoiding being damaged, but isn't quite as rough with the actual mechanical penalties on the players.
Edit
When i say avoiding being damaged, I mean avoid staying damaged between fights rather than trying to heal.
I could see this working for a more "realistic" style of play.
Drop to 0 hit points and gain a level of exhaustion.
For those DMs who like to raise the level of challenge in their games this is an option they could use instead of just throwing more monsters at a group.
You could add in the option of removing the exhaustion by simply raising the character back to half hit points.
But house rules are great if you try them out openly willing to remove them if they just dontt work out.
Oh and write them all down so nothing can be argued. Writing them down tends to form them better also.