House Rules #1 Alternate Use for Hit Dice and Making a Last Stand

House Rules #1 Alternate Use for Hit Dice and Making a Last Stand

DravenSwiftbow

6 лет назад

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@TwistedTentacleInn
@TwistedTentacleInn - 21.03.2018 00:05

I love the idea of reducing number of hit dice for injuries. 4th edition has a ton of good concepts that some people don't give good enough credit to. I also really like the minions mechanic when fighting bosses.

Great video!

-Innkeeper Vase Odin

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@Tahliarts
@Tahliarts - 21.03.2018 01:26

maybe let the last stand be available for any class depending on thier con stat.

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@JuiceboxHero-ry4bu
@JuiceboxHero-ry4bu - 21.03.2018 04:27

I like his idea on having it be a serious, villainous battle where someone has this whole "consciousness in unconsciousness" thing. I don't think just martial fighters should be exclusive to this, though, because it isn't just the person's physical attributes that can keep them up. When I think about this rule, I think of force of will over body. I would use this mechanic at special times and allow my players to stay up until they've failed their first or second death saving throw. And I also might implement the hit dice rejection to my adventurers as well. Cool topic!!

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@sylvaincousineau5073
@sylvaincousineau5073 - 21.03.2018 08:51

Interesting , i love this ! For the Last Stand perhaps it could cost an inspiration , just to keep it under controle or more rare .

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@yotelex
@yotelex - 21.03.2018 16:05

The alternate use for Hit Dice is an excellent idea. Hit Die are resources, just like HP and Spell Slots, finding alternate uses for them can add to the game. Especially for out of combat situations as you describe, they could also be forfeit when poisoned or cursed.I currently use Hit Die to "power" a Magic Item for example (got that idea from 4th Ed as well). This doesn't change the max number of Hit Die you have, it just means you need to lose a Hit Die to power the Magic Item.The only problem I can see with the idea is that once you reach 10th Level or so, the "value" of a Hit Die begins to drop, in as much you have a good number of them already. It might become too easy to temporarily drop the maximum you have. All the same, great idea to think about.

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@Hollerman
@Hollerman - 21.03.2018 18:48

If i would use last stand then i would allow the players 1 turn of standing and fighting, after that turn they would drop and have failed 1 deathsave, and only in boss fights or epic fights (boromir's last stand springs forth in my mind)

Again i would love more videos about the old modules me and the kids love them.
Keep up the good work we really appreciate it here in Denmark.

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@retrorami
@retrorami - 23.03.2018 03:02

As someone who doesn't really like the Hit Dice mechanic myself, do you think I could adopt 3.5's healing scheme? Is Slow Natural Healing a good fit for someone like me? Also, I don't really like the Death Saves, so, would it be possible to use 3.5's "you die at -10 HP" rule in 5E? I mean, would it work without possibly breaking the game? I have a hard time with using house rules with 5E because the system is really "loose" so I don't know how far could I push it to a specific direction.

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@drmann15
@drmann15 - 03.04.2018 01:14

I think that remaining up at 0 hit points is a bad idea because it steps on the toes of half orcs and barbarians that have similar abilities, plus spellcasters that chose spells like death ward. Also, what about certain enemies that have special effects when they reduce you to 0 hp? Finally, I don’t like not having a penalty for taking damage while at 0 hp, especially when the character puts themselves in harms way by continuing to attack instead of going down

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