EbonH4wk
2018-05-08, 04:02 PM
My house rules here stem from a desire to aggravate attrition of resources and health in the party. I am not overly fond of Long Rests resulting in a complete refresh for the group (and my players are notorious for resting frequently.
REGAINING CONSCIOUSNESS
Everytime a character regains consciousness from being at 0 Hit Points, he gains 1 Level of Exhaustion.
UNCONSCIOUSNESS AND MAGICAL HEALING
If a character has been reduced to 0 hit points and then receives magical, alchemical, or some other supernatural form of healing, some of that healing power must first be allocated to stabilizing the grievous injuries that are drawing the character closer to death. Remove 1 die from the healing effect for each remaining death saving throw that needs to be made in order for the character to stabilize. If a healing effect combines dice with a fixed modifier, the fixed modifier is only applied if the creature is stabilized (total of 3 successful death saving throws) by the effect, and there remains any dice of healing after those used for stabilization.
For example, Lucas Ryder is unconscious and has made no successful death saving throws, when N’Vek pours a healing potion down his gullet. Because a healing potion grants 2 dice of healing, (2D4+2 hit points) Lucas immediately checks off 2 successful death saving throws on his character sheet. Only one more is required in order to stabilize. If Lucas had previously made 1 successful death saving throw when the potion was administered, he would check his second and third successful death saving throw and therefore be stabilized, but the +2 would still not be applied, and Lucas would remain unconscious albeit stable. If the potion were one of Greater Healing (4D4+4) and Lucas had no death saving throws made previously, the potion would not only stabilize him (reducing the healing effect by 3 dice), but would also restore the remaining 1D4+4 in hit points of healing, and lift the ranger out of unconsciousness.
LONG RESTS
During a long rest, each character follows 3 steps:
Step 1: Set up Camp - The character benefits from a Short Rest and may replenish abilities and spend Hit Dice accordingly. If a character has not consumed 1 lb of food and 1 gallon of water during the day, he must do so now.
Step 2: At the end of the rest, the character regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (Round Down to a minimum of 1). For example, if a character has seven Hit Dice, he or she can regain three spent Hit Dice upon finishing a long rest.
Step 3: The character recovers lost hit points by rolling his total hit dice and adding his Constitution modifier to each die. This roll does not expend Hit Dice. This replaces the 100% healing in the Core Rules.
An Unconscious character cannot benefit from a Rest at all, but does regain 1 Hit Point after being Stable for 1D4 hours. Once he comes to, he may benefit from a Short Rest, or a Long Rest - however, unless the party is willing to prolong the duration of their respite, the recovered character may need to be content with the effects of a Short Rest only.
REGAINING CONSCIOUSNESS
Everytime a character regains consciousness from being at 0 Hit Points, he gains 1 Level of Exhaustion.
UNCONSCIOUSNESS AND MAGICAL HEALING
If a character has been reduced to 0 hit points and then receives magical, alchemical, or some other supernatural form of healing, some of that healing power must first be allocated to stabilizing the grievous injuries that are drawing the character closer to death. Remove 1 die from the healing effect for each remaining death saving throw that needs to be made in order for the character to stabilize. If a healing effect combines dice with a fixed modifier, the fixed modifier is only applied if the creature is stabilized (total of 3 successful death saving throws) by the effect, and there remains any dice of healing after those used for stabilization.
For example, Lucas Ryder is unconscious and has made no successful death saving throws, when N’Vek pours a healing potion down his gullet. Because a healing potion grants 2 dice of healing, (2D4+2 hit points) Lucas immediately checks off 2 successful death saving throws on his character sheet. Only one more is required in order to stabilize. If Lucas had previously made 1 successful death saving throw when the potion was administered, he would check his second and third successful death saving throw and therefore be stabilized, but the +2 would still not be applied, and Lucas would remain unconscious albeit stable. If the potion were one of Greater Healing (4D4+4) and Lucas had no death saving throws made previously, the potion would not only stabilize him (reducing the healing effect by 3 dice), but would also restore the remaining 1D4+4 in hit points of healing, and lift the ranger out of unconsciousness.
LONG RESTS
During a long rest, each character follows 3 steps:
Step 1: Set up Camp - The character benefits from a Short Rest and may replenish abilities and spend Hit Dice accordingly. If a character has not consumed 1 lb of food and 1 gallon of water during the day, he must do so now.
Step 2: At the end of the rest, the character regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (Round Down to a minimum of 1). For example, if a character has seven Hit Dice, he or she can regain three spent Hit Dice upon finishing a long rest.
Step 3: The character recovers lost hit points by rolling his total hit dice and adding his Constitution modifier to each die. This roll does not expend Hit Dice. This replaces the 100% healing in the Core Rules.
An Unconscious character cannot benefit from a Rest at all, but does regain 1 Hit Point after being Stable for 1D4 hours. Once he comes to, he may benefit from a Short Rest, or a Long Rest - however, unless the party is willing to prolong the duration of their respite, the recovered character may need to be content with the effects of a Short Rest only.