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Making 5e Deadlier

🕑 Added 2025-10-07 12:00:13 +0000 UTC

Comments

Douglas Terbush

You ignored the glaring problem in 5E design, healing word. The way how I handle that hack is make it if a player is at zero hit points and they use Healing Word, it places a level of exhaustion on the player. s Why? Healing word is a bonus action and there is no requirement for the healer to be near the character to heal so they can do use an action. In the early game it requires the healers to develop situational awareness.

nimbus

this feels like it creates a really weird dynamic where monsters will always perfunctorily ding PCs with additional hits to kill them because just reducing them to 0 is meaningless. Exhaustion levels may be undesirable from the PCs' POV but they're irrelevant from the monsters' POV until they have a tangible effect on the current combat. Making hp damage less useful as a way of incapacitating an enemy also swings the meta back toward status conditions which goes against your stated goal of minimizing status effect based gameplay. There should be some immediate payoff from enemy POV for reducing a PC to 0. - Maybe take inspiration from 3e/PF1e and let disabled PCs still act, but only take a move or standard not both? Or attach some other big debuff to the dying condition, like disadvantage on all rolls. - Maybe whenever a dying PC acts they automatically gain an exhaustion level? This would make it more of a real tradeoff (and give enemies a plausible reason not to execute immediately).


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