jeudi 2 octobre 2014

5e - Exhaustion

Out of all the features of 5e, Exhaustion is probably one of my absolute favorites.



From the Basic rules, pg 107:




Quote:








Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.



Level Effect



1 Disadvantage on ability checks

2 Speed halved

3 Disadvantage on attack rolls and saving throws

4 Hit point maximum halved

5 Speed reduced to 0

6 Death



Those more familiar than I with earlier editions of D&D could probably point out that these rules aren't new or whatever. But this is the first time that I've really noticed them (didn't in 3e back in the day, when they would've really been useful). Anyway...



What I really like about these rules is the simplicity and flexibility. Travel, either through forced marches or harsh environments, can be measured through exhaustion. Note the fact that you can only recover (or lower) your exhaustion is via a long rest (provided that they have food and drink).



I kind of see this mechanic as being the solution to many ambiguities or conditions not covered by the ones in the rulebook. For example: Poisons. I could see almost all of them causing a level of Exhaustion on a fail. Or if the heroes are in a prolonged or war-like battle that lasts days. The sky's the limit. So far, from the three games that I've run, I've really like this. I've used it for arduous travel and from a poison effect.



I know some people don't like how a long rest fixes everything. Well, it doesn't fix exhaustion if the heroes have more than one level of it! This rule seems to "fix" that issue as well.



Frankly a lot of house rules out there on the web seem to complicate the game. I mean, by my standards, anyhow. I like 5e because it feels rules-light enough to be flexible and to promote improvisation. I don't want multiple sub-systems for different status conditions. I want to keep it simple.



What about you? Do you like this rule? Have you used it yet?





5e - Exhaustion

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