Death Saves
My 16th Guide this time on Death Saves. This system is a bit more crunchy than the unrealistic version found in the PHB. But it gives the players more agency and choices on how they want to tell their story even when they die. It's another opportunity to make your campaign feel unique.
>>> A new system that I'm excited about. It puts more control in the hands of the players. Using this system will allow more opportunity to role-play¸ make heroic choices¸ while still being fairly simple. <<<
- Heroes do not immediately go unconscious¸ they have the risky choice to fight on.
- It introduces a simple system for wounds that take a while to heal.
- Heroes can fall mostly-helpless but still play by being able to speak and crawl¸ so interacting with the game.
- The first time in a long rest they heroes go to 0 hp is less lethal than the second time.
The guide gives ways to have more memorable deaths than the standard "you fall unconscious and die" that is the foundation of 5e.
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