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

  • ProfessorOwl_PhD [any]@hexbear.net
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    Lets go through the actual steps:

    • Roll a death save
    • choose an action
    • calculate new exhaustion level (which is completely different to the exhaustion mechanic that’s already in the system)
    • roll relevent attacks etc at new penalty

    So not super complicated, but definitely much more complex that… basically any other way of dying. When added to all your other homebrew rules it doesn’t matter if nobody cares until they reach 0hp, because the flip side is that they have to learn another new rule once they reach 0hp.

    Meanwhile though, dying has moved from a serious problem to a non-condition: there are some mild penalties for acting, but overall? You still have all your actions, just at a slightly slower, still costless, move speed. Players lose little for entering it, so are going to be much less inclined to avoid it, while monsters are now encouraged to double tap - it would be very stupid to walk away from a PC just because they’ve been knocked prone, even if their actions has an additional cost now.

    You’re adding elaborate “adaptations” to your reliant robin to stop it tipping over instead of just cutting your losses and buying a car with 4 wheels. Spending lots of your time on something doesn’t make it better than what’s already out there.

      • ProfessorOwl_PhD [any]@hexbear.net
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        Go and reread your comments. Look at what you’ve actually been saying. Here you’re reminding me it’s actually more complex than I described, after claiming it’s incredibly simple. In your past comments you flipped from “it’s easier to modify a game than learn a new one” to “actually I like putting more work in than if I just got a game that works”.

        You’re not actually arguing that there are any benefits to the rule, you’re just flipping through positions trying to justify using it. Its perfectly fine to say that a system doesn’t actually do what you want and to find a system that does - there are plenty of OSR games that are very similar to 5e while adding those extra edges you’re looking for - but right now you’re adding a bunch of extra complexity that is suitable for high crunch systems, not simple ones like 5e.

        • sammytheman666@ttrpg.networkOP
          link
          fedilink
          arrow-up
          0
          ·
          1 year ago

          I’m mostly against switching systems when I like the one that I use but there are 2-3 things that I’m going to change to make it even better.

          I do not want to learn an entire system because I want to dodge modifying the few things that are bad in 5th.

          As for the rule, my dear friend, you completely missed why it exists in my game. The reason is simple to keep my players engaged and entertained even when they are at 0 hp. That’s it. nothing more and nothing less. It’s not because 5th has bad exhaustion (because I never used it in my game to begin with) and it’s not because being unconscious is boring (when not using my sweet condition) that I’m going to spend hours and hours relearn an entire system.

          I’m fine with 5th. I like it. I’m not going to change cars because I do not like the paint color. I’ll just repaint it and enjoy it then.