azoicennead
Overly-Affectionate Zombie Squad
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The really brutal effects increase exhaustion.Even then it's still nerfed from prior editions. I really think they need to bring back longterm status ailments and other effects that last beyond long rests.
Fun features:
- It starts by imposing disadvantage on ability checks.
- At level 3 exhaustion this extends to attack rolls and saving throws, and this includes death saving throws.
- It goes down by 1 level per long rest, so 1 per day naturally.
- Greater restoration only reduces it by 1 level.
Why? What value does forcing a single type of play add to the game? Note that I'm speaking as a DM who has come a few attacks away from a full party wipe in both of the last two combats I ran, and had characters knocked out in both.It takes away from any idea pf having to think strategically if all you have to do is retreat a little and rest. NWN got panned for having that very feature. Going in unprepared should result in a total party wipe, a full retreat to a town, or clever strategy for dealing with the cards you've been dealt. ACTUAL strategy, not "per fight" but "managing my respurces to get through this whole place"
The inclusion of short rests (and the various benefits thereof) help to enable players to do the Cool Thing their character is supposed to do more consistently, make it easier for DMs to balance sequential encounters, and helps player characters survive so the plot of the campaign can carry on. I can pretty easily force my players to choose between the options you presented - when I want to do so - without the game mechanics forcing me to punish the players.
Plus, frankly, whether or not short rests (and the related mechanics that reduce the need for healers or other specialized roles) are viable is very much DM- and situation-dependent; I'm in a campaign where, in the first session, I was told that if we tried to take a short rest at that point in time we'd be attacked by the bandits we were escaping.