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

  •  Susaga   ( @Susaga@ttrpg.network ) 
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    228 months ago

    I take a system inspired by the video game Wildermyth, where the player gets to decide what happens at 0 HP.

    Option 1: You fall unconscious. Your fate is out of your hands.
    Option 2: You die, but… You might go out in a blaze of glory, or inspire an ally, but you’re dead for good. At least it’s a good death, which is better than some get.
    Option 3: You live, but… You might lose an eye, or a magic item gets destroyed, but you manage to escape. You’re still out of the fight, but you live to see another.

  • If it takes a half hour for a single round of combat then I will assert that you actually are doing D&D wrong. Players should know the rules for anything their character can do and be paying attention so they’re ready when their turn comes up. Combat and magic rules take up maybe a dozen pages in the PHB, spend an hour and read over them a few times to make those weekly games you invest two to six hours into go much smoother.

    The DM should know all the rules. Like most homebrew I see, this is an overly complex “solution” that functions nothing like anything else in the game and wouldn’t be necessary if everyone involved actually learned the real rules. 5e already has an exhaustion mechanic and it works nothing like what is described. Making up new and convoluted rules to be used by people that take six minutes to move and make an attack or cast a spell is not going to accomplish anything but making your combat turns forty minutes long instead of thirty. I play in a game that includes seven PCs including two “lightly experienced” players and one complete noob. Combat rounds take maybe ten minutes, tops, because people pay attention and the DM actually learned all the real rules.

  • Dying: at the end of your turn make a flat check against DC 10. If you succeed remove one from your Dying Condition. If you succeed by 10 (eg. you roll a natural 20) remove two from your Dying Condition. If you fail to succeed add one to your Dying Condition, if you fail by 10 (eg roll a natural 1) you add two to your Dying Condition. You are no longer incapped when you are at Dying 0, add one to your Wounded condition. If you have reached Dying 4 you are dead and can only be resurrected through magic. When next time you get the Dying Condition, you dont start at Dying 1, instead you start at Dying 1 plus your Wounded Condition Value.

    •  Khrux   ( @Khrux@ttrpg.network ) 
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      8 months ago

      I’m a big fan of the use of a dying condition, or at least being reduced to 0 hitpoints being referred to as dying, just because it’s so clunky to accurately refer to it at the moment.

      The thing I can see in yours that is perhaps an oversight (perhaps planned) is that anything that is designed to modify all saving throws such as the monks proficiency in all saves or the paladin’s aura of protection would make succeeding by 10 or more easier in a way that’s not currently covered by requiring a natural 20. (Both of these abilities currently apply to death saving throws but do not make natural 20s easier of course). Also bless, and any bonus to all saves from magic items work on death saving throws too. This also impacts the ability to fail by more than 10, making it effectively impossible without a different homebrew feature creating a penalty to the roll.

      Seperatly you call it a check, which means it wouldn’t be impacted by these saving throw alterations but would be impacted by anything which alters all ability checks such as the bard’s Jack of all Trades, or more concerningly, the combination of the rogue’s reliable talent and any way to gain proficiency in it, which is basically an automatic success.

      There are a few currently niche cases where characters gain a bonus to all saving throws or specifically death saving throws which is intentionally factored into the power of the feature, and makes them exciting and useful, that are either hugely buffed (depending on how you rule their use) or totally discarded in replacement to other features that weren’t balanced around this ability.

      Something I do love in this is the ability to introduce the wounded condition outside of being unconscious. Imagine how scary something like a nightwalker would be if it’s aura didn’t do necrotic damage but instead just forced a con save Vs getting a point to your wounded condition.

      Personally the way I’d handle this is to make dying a condition that is basically identical to the death saving throws mechanic currently in 5e, but have it reset when you gain hitpoints by any means, if then disconnect being unconscious from it entirely at a mechanical level and just say if you gain hitpoints when unconscious you may choose to instantly end the condition. This would mean everything that currently works in the game to offer a bonus to death saves remains, and in very rare cases, you may make death saving throws while not unconscious, either counting from there when you fall unconscious or dying while on your feet at 3 failures.

      I’d also change taking damage while unconcious to just force you to make a threatened dying save, which is just like a normal death saving throw except you don’t mark a success if you get 10 or more, you may only fail. This means that you can wail on an unconscious PC without worrying about killing them without agency. I’d probably also make the spare medicine checks function as a protected dying save, where you can’t fail and can only gain a success on 10 or higher.

      Edit: I didn’t know this was pathfinder, I just assumed it was your homebrew for 5e.

      • Seperatly you call it a check, which means it wouldn’t be impacted by these saving throw alterations but would be impacted by anything which alters all ability checks such as the bard’s Jack of all Trades, or more concerningly, the combination of the rogue’s reliable talent and any way to gain proficiency in it, which is basically an automatic success.

        Its a Flat Check. You take a D20 without any bonuses or penalties and compare it against a target number (DC10). No traits, no abilities, no effects are accounted in that check.

        Just so you know, the Dying i was listing is from Pathfinder 2nd Edition, not DnD 5e.

        •  Khrux   ( @Khrux@ttrpg.network ) 
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          28 months ago

          I realised you were talking about PF2e after reading other comments, I’m not too familiar with its rules so I didn’t recognise it.

          Are flat checks not altered by features that alter all checks in PF2e? There is no ‘flat’ terminology in the RPGs I’m familiar with so I just presumed it would be altered as it would be in 5e.

            •  Khrux   ( @Khrux@ttrpg.network ) 
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              28 months ago

              Outside of this case, when do they come in use? It seems like an unconventional design choice as it’s basically chance, outside of the occasional luck check or death saves, where does it come up?

              I’m mostly asking as my experience is very 5e centric.

              •  THJr   ( @THJr@ttrpg.network ) 
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                8 months ago

                The common ones besides death saves are hindered attacks. When grappled you have to make a DC5 flat check in order to get an attack in (grappled being different from restricted, which means you’ve essentially been pinned and are unable to attack).

                Attacking a hidden creature (you know roughly where it is) requires you make a DC 11 flat check.

                Attacking an undetected creature (no idea where it is at all) requires you make the same flat check but rolled blindly, so you won’t know if your damage actually hits the creature or not.

                There are other cases for flat checks, some random encounter tables use them for example, but they mostly tend to be GM oriented rather than player oriented.

  • I have recently encountered ICON and come to really like its dying mechanic. Each time a character is reduced to 0HP they become incapacitated, but stable, and gain a wound. Each wound reduces max hp by 25% and only goes away after an adventure (quest). A character can help an incapacitated character (rescuing) bringing them up and healing them to their new max HP, which after one wound would be 75% of max. Second time dropping to 0hp, a second would and new max hp of 50% of original.

    It gives good longevity in individual encounters and forces caution in the longer run.

  • 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

    • 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

      • 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.

        • 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…