

although it does stack with other sources, this specific source recovers on a short rest (I forgot whether I made it to restore only 1 level on SR or all. pretty much simulating the fatigue of getting battered around and having the wind knocked out of you. I would even suggest a couple of days of just downtime could recover it as well naturally.Īlthough what i use for my groups is that every KO gives a level of exhaustion. Another recommendation would be to steer away from effects that straight up add extra damage, since the attack already dealt well over average. As written, this will not happen often at all, especially as you get into attacks rolling 5+ dice. Ultimately, I have found this makes combats more memorable and can really add urgency to the fight, but don’t overdo it. Of course loss of a limb could be huge, and I would not implement it without having known the player was okay with it, having a plot point involving it, or having a substitute of some sort lined up. More examples include being partially blinded by claw attacks, being knocked over/away by bludgeoning/force attacks, losing a limb/hand/etc from a critical slashing attack, and so on. (This was the very first time I used this idea, and in hindsight it could have been too detrimental had I not been aware that there was not much more for them to do after that fight) After the fact, it’s been used as a character trait and role playing aspect for him. Until they made it back to base and got treated by the cleric, he had -10 to speed and disadvantage on Dex saves. And the effect being greater with the more dice rolled and/or size of the dice (2d6 vs 3d8).įor example, my then party of two, was fighting a basilisk that rolled max piercing damage on a bite (two 6’s), which lead to the dwarf fighter having a small chunk of his calf ripped out. Something I like to do for more impactful enemy attacks is to implement a lingering effect of some kind when you roll max damage with more than one dice. I hope this is useful, and I appreciate any and all feedback!ĮDIT: Wow! Thanks for all the interesting discussion and the awards! This sub is a great resource! And it allows for a magical solution that will impose a financial cost. It also doesn't weaken scarred PCs immediately, it just makes them less resilient over an adventuring day, like an old warrior would be. It discourages repeatedly healing just enough to keep fighting. This rule makes dropping to zero riskier, and stabilizing your allies more urgent. Only a Greater Restoration spell can restore the lost Hit Dice. These Hit Dice are not recovered after a long rest.
#DMG MORI EVO 40 STUCK ON WAITING FOR MHI PC#
Whenever a PC fails a death saving throw, they lose one Hit Die from their total pool. This is a simple house rule that uses Hit Dice to create stakes. I'm not running grimdark survival horror. But I also don't want to hurt player fun with grievous wounds tables that remove limbs, eyes or max HP. I want consequences for falling in battle. But it still only stretches consequences into the next adventuring day, and it doesn't impact dropping to zero HP. I started using the optional rule in the DMG where HP don't recover automatically, just Hit Dice, and that helps some.

Getting knocked unconscious is mostly just a boring inconvenience.

#DMG MORI EVO 40 STUCK ON WAITING FOR MHI FULL#
PCs can be melted to death by acid dragon breath, pop back up without consequences after dropping to zero HP, and be back to full health after a long rest. The DM Help Network /r/BehindTheTables /r/DMToolkit /r/DndMaps /r/DndAdventureWriter /r/DndRealms /r/DndMonsters /r/DndIdeas Or use the Multiredditĭ&D combat damage is too cartoony and low-stakes.

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