this post was submitted on 23 Oct 2023
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If you check my comment, I will show you my current Dying condition that I have been able to test on the field.

It's 80 % the one from XP to level 3, with a few things changed and actually used in a DND game :)

Enjoy

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[–] sammytheman666@ttrpg.network 2 points 1 year ago* (last edited 1 year ago) (14 children)

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

[–] Kryomaani@sopuli.xyz 1 points 1 year ago* (last edited 1 year ago) (3 children)

Exhaustion: On the d20

1 = -1 2 = -2 … 9 = -9 10 = death

I have no idea what this means.

Recovery First rest shorts = - 1 Exhaustion Long rest = - 2 Exhaustion

How does this interact with the existing rules for exhaustion that say you only lose one level of exhaustion per long rest? Do you have to track exhaustion from different sources separately? What is stopping the party from taking five one hour long short rests in one day to completely eradicate all exhaustion with little effort?

This is fairly broken: The dying character can just use their action or bonus action to heal themselves, teleport away, etc. and since the short rest rule makes exhaustion trivial to heal there is barely any risk of death or even a cost for going down.

I feel like this is an overly complex, not well-thought-out nor playtested "solution" trying to patch an issue that lies somewhere completely different. If your table is taking 30 minutes for a single round of combat, either you have way too many players at the table or someone doesn't know how to run their characters. It takes some time when you're just getting started out but eventually every player (and the DM running their NPCs) should be familiar with what their character is going to do in combat and most of it should flow quite automatically. Your players (and the DM) should be planning their move during the others' turns and visibly displaying an initiative tracker letting players know when they're up can encourage them to be ready on time. If someone is taking inordinately long, say their character is too indecisive to act and skip their turn, they'll shape up in less than 5 minutes. Ban phones at the table, seriously.

More great ideas to fix slow combat

[–] sammytheman666@ttrpg.network -1 points 1 year ago (2 children)

I do like how your first sentence is "I have no idea what this means" and then follow up with more text saying how I'm wrong than my rule took.

If you were wondering, 1 level means -1 on your d20s.

That's because I take away the old system of exhaustion completely.

The short rest respite is only on the FIRST short rest of the day.

Yup. A player could take their bonus action to heal, get back up by themselves. Oh no, autonomy. For one level of exhaustion that is on you until the combat ends, making you worst at everything until your short rest if it's the first of the day, or long rest like 99 % of all problems.

You are right, I do play with people not as good at DND as me. I still play with them. Oh no.

Anything else to ask before dishing out a critic when you don't really understand it in the first place ? I'm honestly happy to talk, I would prefer with people asking before dishing out thought.

[–] Kryomaani@sopuli.xyz 2 points 1 year ago* (last edited 1 year ago) (1 children)

I do like how your first sentence is “I have no idea what this means” and then follow up with more text saying how I’m wrong than my rule took.

You're the one here advertising how much of a gigabrain move using your homebrew rules is, people are going to come with the assumption that it's ready to use and understandable and you're opening your creation to critique. People shouldn't have to play 20 questions to figure out how to use your revolutionary homebrew rule, thus it is perfectly valid to criticize vaquely written rules.

If you were wondering, 1 level means -1 on your d20s.

Then why not just say that instead of the mess you wrote? Literally "you deduct your 'exhaustion' level from your rolls". Also, which d20 rolls? Attack rolls, ability checks, saves, damage rolls, that one random roll your GM asks you to make to determine whether you run into a random encounter in the wilds, some of them or all of them? This is important so don't leave your readers quessing.

That’s because I take away the old system of exhaustion completely.

So let me get this straight, it has none of the effects of exhaustion nor is it cured nor accrued in any of the ways already defined in D&D 5E? Then why is it called exhaustion when it clearly has nothing do with an already existing concept with the same name? This is needlessly confusing. Call new concepts new names.

The short rest respite is only on the FIRST short rest of the day.

And how are your readers supposed to guess this if you don't write it out? There aren't supposed to be any hidden rules. Besides, if you make it work literally like long rests, why not just tack it only on long rests? Rules saying there's only one long rest in a day already exist, why not leverage that?

Anything else to ask before dishing out a critic when you don’t really understand it in the first place ? I’m honestly happy to talk, I would prefer with people asking before dishing out thought.

If your homebrew is supposedly ready for use, people should not need to ask. I'm not trying to be rude but honestly, this has a plenty of smells of a kind of "GMs first homebrew":

  • Needless complexity: That's hell of a lot text for a supposedly simple system and you're already leaving stuff out. The longer your rules and the more people have to puzzle things out, the less tables are going to use it.
  • Reinventing the wheel: Why could this not work with the existing rules for exhaustion?
  • Leaving out important details and edge cases: The unstated limit on short rests, not defining what you mean by d20 rolls, do you take a death saving throw before your action, after it or at all?

What if you rewrote all of this as simply "You can ignore the effects of being unconscious from being at 0 hp for one turn at the cost of one level of exhaustion"? You could leverage existing rules to a great degree and it would be easily understandable and digestible. It'd have minimal mechanical impact as people are almost invariably going to use their action to get more hp at which point they can just act normally. Dropping to 0 hp already renders you prone which already halves your speed or costs half your speed to get up, etc...

[–] sammytheman666@ttrpg.network -4 points 1 year ago

God dam. I know a lost cause when I read one. Let me use my megabrain to do the best thing now for it

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