Originally Posted by 0Muttley0
Originally Posted by Orbax
Originally Posted by Muldeh
They do it a bit too often, but I don't think they should never do it. Thanks to the new help action, nobody would ever die unless it's a TPK, if they don't target you whe nyou're down.


Its mainly a rare occurrence in D&D. When I DM and start going after unconscious players, the stress level of the table immediately goes up a few levels. You are going after their character. Its impossible to rez at low levels and expensive later. People just hate dying. As a DM the unconscious tool gives me a way to drain player resources and not take turns against the enemy. Wasting your turn trying to hit someone unconscious just means you didnt cast a spell, make 3 attacks with a sword, or any number of things. Its a poor use of action economy and is mainly just a middle finger to the players by displaying that you got this covered. In the game we have scrolls and a rez monster at camp, so its a different dynamic but at the end of the day, dying in video games isn't super fun - and in D&D much less so. If someone dies they want it to be meaningful. Not because 3 goblins just pulled a vial of acid out from under their loincloth and decided to have a melt-the-wizard contest.



When I DM if a player goes to 0hp nothing below counts, and they go 'unconcious'. I then use my 'own save roll' system. 3 strikes and your dead/only one success to get up on 1HP. Theres still a threat of death but not as bad. It still has potential to
keep the player hooked.



Thats actually kind of cool. It gets them up more, but keeps them vulnerable. The party still needs to react to it but it isn't the "This just got real guys, wake up" moment that you can hit.


What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?