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
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      1 年前

      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
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        1 年前

        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.