
Thsi is obviously unbalanced with how healing works in this edition though so its difficult to address.What initially seemed like a l4d copy quickly blew me away with original and satisfying depth. And if thats a lot then the players cant drop a Healing Word for 4 to get them back up. Basically Damage taken past 0 gets transferred over as they are knocked out and unable to act, but still alive. Namely one where a player only dies if their HP gets put into a negative equal to their Max HP, however can also only be brought back up if their HP reaches at least 1 again. I have thought about toying around with alternatives to the classic Death Savingthrow mechanic. So even if i manage to down a player, unless i use a bunch of AOEs it turns into a neverending cycle of getting healed by 3 HP and getting back up, to getting knocked out again.Īt the same time, i realise that especially for a player it could feel unfair if they get dropped to 0 and instantly executed. Additionally it just feels bad if they are having this epic fight with a Dragon, he manages to bring down a player and the guy gets brought back with a Lvl 1 Healing Word for 5 Hitpoints. Most enemies even High CR ones are usually felled within a couple of turns. I just wanted to see if anyone plays it differently, as combat in 5E (without changing monsterstats) isnt designed to be long (roundwise). Its dependant on gamestyle, but seeing how i enjoy rpheavier games i deem this more important. I believe Death and the everlooming danger of it is a driving force of emotion in DnD. For this reason we have also adopted the Ritualbased Resurrection Rules Matthew Mercer built, which dont guarantee an automatic success (as especially later on Death is only a minor inconvenience).

I believe it is necessary for DnD and is what creates all these moments of tension, fear, sorrow and joy, when players almost die, actually perish and get brought back. So first of all in this game specifically and all the ones i am a part of we all know Death is a possibility. What do you guys think? How do you handle this? He lets them fail the deathsaves themselves, or hits them with an aoe, which is targeted at other players and they are in the same area. I have had a DM of mine tell me that he ususally doesnt go for downed players. If the enemy is more intelligent however they will knock someone out, leave them and if they get brought back, focus the weak player and execute them (if possible). At most they would target the person who brought them back. A low intelligence monster would knock them to 0 and then go after someone else, not changing that strategy even if observing the knocked out player being brought back. I myself usually decide depending on the enemies intelligence. My question is as a DM do you go after people that have been knocked to 0 hitpoints? How and when do you do it? This leads to the downed person getting brought back with a potion or healingspell the next round.

Thats nothing special it happens all the time, but often i am kept wondering to which degree would enemies go after a downed enemy? Usually if a player is knocked out the enemy will turn its attention towards someone else, as they are the bigger threat as of that moment. In combat as the DM, there will be times when an encounter is deadly, just designed dangerously or the players do not work together at all and as a result of such a player will go down.
