TJS
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I've written up some new exhaustion mechanics for 5E because I find the existing exhaustion system too punishing. I want exhaustion to be something players feel, but to be not so bad that they turtle up and refuse to continue.
So here it is, please tell me what you think.
Exhaustion Mechanics
For each level of exhaustion gain an exhaustion die as seen in the table below. As exhaustion worsens the exhaustion die becomes smaller.
When rolling a D20 roll an exhaustion die. On any result except for 1, nothing happens.
On a 1 the player may choose. Either the roll is a failure (even if it would otherwise have succeeded) or the roll succeeds (assuming the player rolled high enough) but the character moves one step further down the track.
Recovering a step of exhaustion requires either a good night’s sleep in civilisation, or 24 hours of safe rest in the wilderness* If travelling overland for more than 3 consecutive days in the wilderness a level of exhaustion is gained.**
Exhaustion may interfere with the ability to regain spell slots. If Exhaustion is at level 2 or above roll a D20 for each spell you wish to regain. - if the result is below the numbers indicated on the table the spell is not regained. At levels 5 or 6 the character is no longer able to recover spells.
In combat the exhaustion die may be initially ignored. When a character becomes bloodied (less that half hit points) they must begin rolling the die if they already have a level of exhaustion. (They don’t gain one).
If a PC is reduced to 0 hp they gain a level of exhaustion. +1 for every death save they fail.
*8 hours is sufficient for barbarians and rangers.
** Except for Rangers or Barbarians.
So here it is, please tell me what you think.
Exhaustion Mechanics
For each level of exhaustion gain an exhaustion die as seen in the table below. As exhaustion worsens the exhaustion die becomes smaller.
Level | 1 | 2 | 3 | 4 | 5 | 6 |
Die | D12 | D10 | D8 | D6 | D4 | D3 |
Chance of Spell recovery failure | 0 | 1-5 | 1-10 | 1-15 | Certain | Certain |
When rolling a D20 roll an exhaustion die. On any result except for 1, nothing happens.
On a 1 the player may choose. Either the roll is a failure (even if it would otherwise have succeeded) or the roll succeeds (assuming the player rolled high enough) but the character moves one step further down the track.
Recovering a step of exhaustion requires either a good night’s sleep in civilisation, or 24 hours of safe rest in the wilderness* If travelling overland for more than 3 consecutive days in the wilderness a level of exhaustion is gained.**
Exhaustion may interfere with the ability to regain spell slots. If Exhaustion is at level 2 or above roll a D20 for each spell you wish to regain. - if the result is below the numbers indicated on the table the spell is not regained. At levels 5 or 6 the character is no longer able to recover spells.
In combat the exhaustion die may be initially ignored. When a character becomes bloodied (less that half hit points) they must begin rolling the die if they already have a level of exhaustion. (They don’t gain one).
If a PC is reduced to 0 hp they gain a level of exhaustion. +1 for every death save they fail.
*8 hours is sufficient for barbarians and rangers.
** Except for Rangers or Barbarians.
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