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

  • sammytheman666@ttrpg.network
    hexagon
    ·
    edit-2
    1 year ago

    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

      • sammytheman666@ttrpg.network
        hexagon
        ·
        1 year ago

        Oh yeah. Playing an entire different system sounds way easier than having this in a file that you only ever read if you get to 0 hp.

        • ProfessorOwl_PhD [any]
          ·
          1 year ago

          That's literally what I'm saying - when you're adding this much complexity to dying alone (because nobody runs 5e with just the one piece of homebrew rules), it would actually be easier to just play a system with more crunch by default and a complete rules set. It is more work for players to have to ask you/for you to tell players about each of your homebrews than to just use a system that already has the rules you're looking for.

          It's a lot harder to get your head around the first TTRPG you play than any after, so changing system really isn't a big deal.

          • sammytheman666@ttrpg.network
            hexagon
            ·
            1 year ago

            Except its not complexity once you see it in action. Novody cares about that piece of info before reaching 0 hp, when you do need it you are in combat and have plenty of time to check it out, and the best part ? You can even skip it if you dont care for it.

            I prefer to adapt a car that I like than to switch cars for a better result after a big time of work. But that is my preference. And if its not yours its perfectly fine too.

            • ProfessorOwl_PhD [any]
              ·
              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]
                  ·
                  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.network
                    hexagon
                    ·
                    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.