Grabbit Allworth
Ahn'Qiraj Raider
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I've been using the Exhaustion penalty on knockdown for over a year. It can spiral out of control if the players are careless, it's supposed to. That's one of the primary reasons it exists and it's worked very well for me. There is a bit of an adjustment period for players that are used to not having to be as proactive.we just started doing something sort of similar... we're still tweaking it but it's basically that we have an amount of points equal to our con+lvl (so it's relatively low, but does progress) and certain things cost those points like death saves, being crit, setting off a trap, etc and you get 1 point back per long rest. if you get to zero you die outright. the idea is that adventuring takes a toll on your body that isn't just remedied by a single night's sleep.
exhaustion is... i don't really know how i feel about it. it's a minor nuisance at best until all of a sudden it's completely and overly debilitating. one or two levels really isn't that bad and you're pretty much fine the next day. but anything beyond that almost makes your character unplayable and even if you can manage to still play your character it's definitely not any fun, so who cares. i guess it's sort of a good warning system in that sense? disadvantage on skill checks isn't HORRIBLE but it's a good reminder to take it easy...
so i sort of worry about giving players 2 levels of exhaustion for any one thing... and then for giving it to them for getting downed also seems like it makes the early game way more dangerous than later game when you have more hp and skills to help avoid getting to 0 in the first place. how long have you been doing that? do you find that's the case? in one of the games we just started, we've played 3 sessions and one of the players has been taken down to zero 3 times (twice in the same night in different encounters) already due specifically to the dm rolling crits on him. we're lvl 1 so it doesn't take much, you know?
Level 1 players can die from a strong fart. You really can't gauge how well a rule works at that level. I'd even suggest that campaigns shouldn't use many harsh optional rules until the players hit level 2. Which is fine because players shouldn't stay at level one for more than 2 or 3 sessions.