Is this houserule preventing effects from dropping creatures to below 1 HP if they make their save exploitable or broken?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;







up vote
17
down vote

favorite












I'm playing with the idea of adding a new house-rule to my sandbox-style game.



The rule is as follows:



If you succeed on a saving throw against an effect, that effect cannot make you drop below 1 hp.



I am hoping this will eliminate situations where an injured player rolls a 20 against a Dragon's breath weapon and then just goes down anyway because the half-damage eliminates them. In more extreme situations, it makes it so you don't instantly die with no chance if you anger a creature too powerful to defeat because the half damage might instantly kill you.



I also hope it encourages tactics both for monsters and players when dealing with a group of weaker enemies. According to the design principles, a large group of weaker creatures should remain a credible threat, but when a lightning bolt 100% takes out a whole line of them, regardless of their rolls or their cover (which is supposed to protect you from just that spell) that just isn't true anymore. With this rule, Goblins behind cover or who have advantage on the roll actually have a chance of surviving (with 1 hp, but at least they'll remain a threat). It will make these spells potent but not certain death.



However, I'd like to hear if anyone has tried this rule before, or sees any situations where this would be exploitable, broken, or "not fun".










share|improve this question



















  • 1




    Is it worth noting that cover doesn't protect against Fireball? Wasn't that covered in a different question somewhere?
    – Dan O'Shea
    yesterday






  • 6




    How would this rule work for someone currently at 1 HP that makes their save? Would they take no damage?
    – Rubiksmoose
    22 hours ago






  • 4




    What problem are you trying to solve using this new rule? Can this problem be solved using existing rules?
    – enkryptor
    21 hours ago






  • 1




    Why this is a problem? Seems pretty normal to me. Do players complain?
    – enkryptor
    19 hours ago






  • 4




    The game rules work as intended. If you want to change them for some reason, perhaps you should talk to the players first. There might be an XY problem, or maybe there is no real problem at all. "me being annoyed when planning interesting encounters" — maybe you should ask a separate question about the problem situation, something like "how to make this encounter not to be prone to aoe spells". This might be a problem of the encounter design itself, not the rules.
    – enkryptor
    18 hours ago

















up vote
17
down vote

favorite












I'm playing with the idea of adding a new house-rule to my sandbox-style game.



The rule is as follows:



If you succeed on a saving throw against an effect, that effect cannot make you drop below 1 hp.



I am hoping this will eliminate situations where an injured player rolls a 20 against a Dragon's breath weapon and then just goes down anyway because the half-damage eliminates them. In more extreme situations, it makes it so you don't instantly die with no chance if you anger a creature too powerful to defeat because the half damage might instantly kill you.



I also hope it encourages tactics both for monsters and players when dealing with a group of weaker enemies. According to the design principles, a large group of weaker creatures should remain a credible threat, but when a lightning bolt 100% takes out a whole line of them, regardless of their rolls or their cover (which is supposed to protect you from just that spell) that just isn't true anymore. With this rule, Goblins behind cover or who have advantage on the roll actually have a chance of surviving (with 1 hp, but at least they'll remain a threat). It will make these spells potent but not certain death.



However, I'd like to hear if anyone has tried this rule before, or sees any situations where this would be exploitable, broken, or "not fun".










share|improve this question



















  • 1




    Is it worth noting that cover doesn't protect against Fireball? Wasn't that covered in a different question somewhere?
    – Dan O'Shea
    yesterday






  • 6




    How would this rule work for someone currently at 1 HP that makes their save? Would they take no damage?
    – Rubiksmoose
    22 hours ago






  • 4




    What problem are you trying to solve using this new rule? Can this problem be solved using existing rules?
    – enkryptor
    21 hours ago






  • 1




    Why this is a problem? Seems pretty normal to me. Do players complain?
    – enkryptor
    19 hours ago






  • 4




    The game rules work as intended. If you want to change them for some reason, perhaps you should talk to the players first. There might be an XY problem, or maybe there is no real problem at all. "me being annoyed when planning interesting encounters" — maybe you should ask a separate question about the problem situation, something like "how to make this encounter not to be prone to aoe spells". This might be a problem of the encounter design itself, not the rules.
    – enkryptor
    18 hours ago













up vote
17
down vote

favorite









up vote
17
down vote

favorite











I'm playing with the idea of adding a new house-rule to my sandbox-style game.



The rule is as follows:



If you succeed on a saving throw against an effect, that effect cannot make you drop below 1 hp.



I am hoping this will eliminate situations where an injured player rolls a 20 against a Dragon's breath weapon and then just goes down anyway because the half-damage eliminates them. In more extreme situations, it makes it so you don't instantly die with no chance if you anger a creature too powerful to defeat because the half damage might instantly kill you.



I also hope it encourages tactics both for monsters and players when dealing with a group of weaker enemies. According to the design principles, a large group of weaker creatures should remain a credible threat, but when a lightning bolt 100% takes out a whole line of them, regardless of their rolls or their cover (which is supposed to protect you from just that spell) that just isn't true anymore. With this rule, Goblins behind cover or who have advantage on the roll actually have a chance of surviving (with 1 hp, but at least they'll remain a threat). It will make these spells potent but not certain death.



However, I'd like to hear if anyone has tried this rule before, or sees any situations where this would be exploitable, broken, or "not fun".










share|improve this question















I'm playing with the idea of adding a new house-rule to my sandbox-style game.



The rule is as follows:



If you succeed on a saving throw against an effect, that effect cannot make you drop below 1 hp.



I am hoping this will eliminate situations where an injured player rolls a 20 against a Dragon's breath weapon and then just goes down anyway because the half-damage eliminates them. In more extreme situations, it makes it so you don't instantly die with no chance if you anger a creature too powerful to defeat because the half damage might instantly kill you.



I also hope it encourages tactics both for monsters and players when dealing with a group of weaker enemies. According to the design principles, a large group of weaker creatures should remain a credible threat, but when a lightning bolt 100% takes out a whole line of them, regardless of their rolls or their cover (which is supposed to protect you from just that spell) that just isn't true anymore. With this rule, Goblins behind cover or who have advantage on the roll actually have a chance of surviving (with 1 hp, but at least they'll remain a threat). It will make these spells potent but not certain death.



However, I'd like to hear if anyone has tried this rule before, or sees any situations where this would be exploitable, broken, or "not fun".







dnd-5e house-rules saving-throw hit-points






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 19 mins ago









Rubiksmoose

37.8k5189291




37.8k5189291










asked yesterday









Erik

41.1k11141213




41.1k11141213







  • 1




    Is it worth noting that cover doesn't protect against Fireball? Wasn't that covered in a different question somewhere?
    – Dan O'Shea
    yesterday






  • 6




    How would this rule work for someone currently at 1 HP that makes their save? Would they take no damage?
    – Rubiksmoose
    22 hours ago






  • 4




    What problem are you trying to solve using this new rule? Can this problem be solved using existing rules?
    – enkryptor
    21 hours ago






  • 1




    Why this is a problem? Seems pretty normal to me. Do players complain?
    – enkryptor
    19 hours ago






  • 4




    The game rules work as intended. If you want to change them for some reason, perhaps you should talk to the players first. There might be an XY problem, or maybe there is no real problem at all. "me being annoyed when planning interesting encounters" — maybe you should ask a separate question about the problem situation, something like "how to make this encounter not to be prone to aoe spells". This might be a problem of the encounter design itself, not the rules.
    – enkryptor
    18 hours ago













  • 1




    Is it worth noting that cover doesn't protect against Fireball? Wasn't that covered in a different question somewhere?
    – Dan O'Shea
    yesterday






  • 6




    How would this rule work for someone currently at 1 HP that makes their save? Would they take no damage?
    – Rubiksmoose
    22 hours ago






  • 4




    What problem are you trying to solve using this new rule? Can this problem be solved using existing rules?
    – enkryptor
    21 hours ago






  • 1




    Why this is a problem? Seems pretty normal to me. Do players complain?
    – enkryptor
    19 hours ago






  • 4




    The game rules work as intended. If you want to change them for some reason, perhaps you should talk to the players first. There might be an XY problem, or maybe there is no real problem at all. "me being annoyed when planning interesting encounters" — maybe you should ask a separate question about the problem situation, something like "how to make this encounter not to be prone to aoe spells". This might be a problem of the encounter design itself, not the rules.
    – enkryptor
    18 hours ago








1




1




Is it worth noting that cover doesn't protect against Fireball? Wasn't that covered in a different question somewhere?
– Dan O'Shea
yesterday




Is it worth noting that cover doesn't protect against Fireball? Wasn't that covered in a different question somewhere?
– Dan O'Shea
yesterday




6




6




How would this rule work for someone currently at 1 HP that makes their save? Would they take no damage?
– Rubiksmoose
22 hours ago




How would this rule work for someone currently at 1 HP that makes their save? Would they take no damage?
– Rubiksmoose
22 hours ago




4




4




What problem are you trying to solve using this new rule? Can this problem be solved using existing rules?
– enkryptor
21 hours ago




What problem are you trying to solve using this new rule? Can this problem be solved using existing rules?
– enkryptor
21 hours ago




1




1




Why this is a problem? Seems pretty normal to me. Do players complain?
– enkryptor
19 hours ago




Why this is a problem? Seems pretty normal to me. Do players complain?
– enkryptor
19 hours ago




4




4




The game rules work as intended. If you want to change them for some reason, perhaps you should talk to the players first. There might be an XY problem, or maybe there is no real problem at all. "me being annoyed when planning interesting encounters" — maybe you should ask a separate question about the problem situation, something like "how to make this encounter not to be prone to aoe spells". This might be a problem of the encounter design itself, not the rules.
– enkryptor
18 hours ago





The game rules work as intended. If you want to change them for some reason, perhaps you should talk to the players first. There might be an XY problem, or maybe there is no real problem at all. "me being annoyed when planning interesting encounters" — maybe you should ask a separate question about the problem situation, something like "how to make this encounter not to be prone to aoe spells". This might be a problem of the encounter design itself, not the rules.
– enkryptor
18 hours ago











5 Answers
5






active

oldest

votes

















up vote
53
down vote













This is going to be a poor idea



As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about.



Being at 1 HP is more dangerous than being downed against big threats



This is going to leave a lot of players in combat running around with exactly 1 HP, which is prime instant-death territory. Most monsters are perfectly okay with letting a character make death saving throws to stabilize themselves, but they're not quite so okay with being stabbed in the back. (citation needed)



Example:



Bob the Dragon does his breath attack on Billy. Billy has a max HP of 35. The dragon deals 60 damage, but Billy succeeded on his save, so he only takes 30. That's still enough to down Billy who already took a beating from a Goblin earlier, but instead of going down, he's now at 1 HP.



That won't do, so the next turn Bob swipes at him and gets a crit. He deals 38 damage in one hit, enough to instantly kill Billy.



This will be even more obvious at lower levels, where succeeding your save against a spell might leave you standing at 1 HP next to an ogre who can one-shot kill you now even without a crit.






share|improve this answer


















  • 3




    How is being downed better than 1hp?
    – Mazura
    19 hours ago






  • 8




    @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
    – Mwr247
    19 hours ago







  • 1




    @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
    – Mark Wells
    13 hours ago







  • 1




    @MarkWells yes you can (roll a deception check)
    – RedTera
    10 hours ago











  • I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
    – Rubiksmoose
    23 mins ago

















up vote
26
down vote













It'll significantly weaken save-targeting spells



The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs succeeds, the enemies will fight back with full-powered attacks. You'll be facing longer combats, especially when fighting monsters who have poor HP but high AC (at low levels, hobgoblins are a typical example).



It's noteworthy that this change introduces new weirdness of its own: characters weakened to 1 hp not dying to a repeated casting of a powerful area spell is, in my opinion, worse than cover or Advantage not mattering.






share|improve this answer




















  • Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
    – Rubiksmoose
    30 mins ago

















up vote
13
down vote













This would make blasters even weaker on higher levels



A 11th level Fighter with Great Weapon Master can do more damage every round than a 13th level wizard once per day with Finger of Death.

On those levels Magic Resistance, Legendary saves, and resistances to damage types are quite common, so blasters are even further behind as they seem by the numbers.



What blasters have left is being effective against larger groups of weaker monsters, and your house rule would take even that away from them.






share|improve this answer





























    up vote
    0
    down vote













    I would suggest modifying the rule to, let's say: No damage if save exceeds DC + 5.



    Otherwise, I see 2 problems:




    • Shield Master feat becomes less powerful. With it, you can use a reaction to negate damage from dex save where you would have received only half damage.

    • These spells would have a very different impact on whether the character has 1 or many HPs.

    Alternatively, you could say that the damage on save must exceed characters constitution + remaining hp to get them to 0hp.



    For example, our character has 4hp and +3 con bonus and gets hit with a spell for 10 total damage. He succeeds the save so he should only receive 5 damage. It is more than our remaining hp but less than remaining hp + con bonus (4+3=7) so character remains alive with 1hp. On the next hit, he again succeeds and again gets hit with 10/2 damage. This time, remaining hp + con bonus is 4, which is less than 5 so the character does fall unconscious.



    This approach would be less OP, but zombies with undead resilience would feel cheated :D






    share|improve this answer










    New contributor




    Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.













    • 1




      This seems considerably more complex than my original idea. And it's not going to help very often.
      – Erik
      yesterday






    • 1




      I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
      – Pyrotechnical
      yesterday







    • 1




      Andris, have you tried this or are you brainstorming here?
      – KorvinStarmast
      23 hours ago










    • @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
      – Andris Bremanis
      5 hours ago

















    up vote
    0
    down vote













    In addition to what others have said, I can see this being "unfun" because it takes away from the classes that get Evasion. This rule would give everyone a weird form of that class feature.



    It is stronger than Evasion because:



    • It applies against every type of saving throw.

    • It doesn't use up a class feature.

    It is weaker than Evasion because:



    • Failed saves still cause full damage.

    • Successful saves still cause a reduction in HP (unless at 1 HP already).

    Also, it would also cause any spells that improve saving throws much more powerful.






    share|improve this answer




















      Your Answer




      StackExchange.ifUsing("editor", function ()
      return StackExchange.using("mathjaxEditing", function ()
      StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
      StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
      );
      );
      , "mathjax-editing");

      StackExchange.ready(function()
      var channelOptions =
      tags: "".split(" "),
      id: "122"
      ;
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function()
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled)
      StackExchange.using("snippets", function()
      createEditor();
      );

      else
      createEditor();

      );

      function createEditor()
      StackExchange.prepareEditor(
      heartbeatType: 'answer',
      convertImagesToLinks: false,
      noModals: false,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      );



      );













       

      draft saved


      draft discarded


















      StackExchange.ready(
      function ()
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f132084%2fis-this-houserule-preventing-effects-from-dropping-creatures-to-below-1-hp-if-th%23new-answer', 'question_page');

      );

      Post as a guest






























      5 Answers
      5






      active

      oldest

      votes








      5 Answers
      5






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      53
      down vote













      This is going to be a poor idea



      As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about.



      Being at 1 HP is more dangerous than being downed against big threats



      This is going to leave a lot of players in combat running around with exactly 1 HP, which is prime instant-death territory. Most monsters are perfectly okay with letting a character make death saving throws to stabilize themselves, but they're not quite so okay with being stabbed in the back. (citation needed)



      Example:



      Bob the Dragon does his breath attack on Billy. Billy has a max HP of 35. The dragon deals 60 damage, but Billy succeeded on his save, so he only takes 30. That's still enough to down Billy who already took a beating from a Goblin earlier, but instead of going down, he's now at 1 HP.



      That won't do, so the next turn Bob swipes at him and gets a crit. He deals 38 damage in one hit, enough to instantly kill Billy.



      This will be even more obvious at lower levels, where succeeding your save against a spell might leave you standing at 1 HP next to an ogre who can one-shot kill you now even without a crit.






      share|improve this answer


















      • 3




        How is being downed better than 1hp?
        – Mazura
        19 hours ago






      • 8




        @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
        – Mwr247
        19 hours ago







      • 1




        @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
        – Mark Wells
        13 hours ago







      • 1




        @MarkWells yes you can (roll a deception check)
        – RedTera
        10 hours ago











      • I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
        – Rubiksmoose
        23 mins ago














      up vote
      53
      down vote













      This is going to be a poor idea



      As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about.



      Being at 1 HP is more dangerous than being downed against big threats



      This is going to leave a lot of players in combat running around with exactly 1 HP, which is prime instant-death territory. Most monsters are perfectly okay with letting a character make death saving throws to stabilize themselves, but they're not quite so okay with being stabbed in the back. (citation needed)



      Example:



      Bob the Dragon does his breath attack on Billy. Billy has a max HP of 35. The dragon deals 60 damage, but Billy succeeded on his save, so he only takes 30. That's still enough to down Billy who already took a beating from a Goblin earlier, but instead of going down, he's now at 1 HP.



      That won't do, so the next turn Bob swipes at him and gets a crit. He deals 38 damage in one hit, enough to instantly kill Billy.



      This will be even more obvious at lower levels, where succeeding your save against a spell might leave you standing at 1 HP next to an ogre who can one-shot kill you now even without a crit.






      share|improve this answer


















      • 3




        How is being downed better than 1hp?
        – Mazura
        19 hours ago






      • 8




        @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
        – Mwr247
        19 hours ago







      • 1




        @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
        – Mark Wells
        13 hours ago







      • 1




        @MarkWells yes you can (roll a deception check)
        – RedTera
        10 hours ago











      • I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
        – Rubiksmoose
        23 mins ago












      up vote
      53
      down vote










      up vote
      53
      down vote









      This is going to be a poor idea



      As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about.



      Being at 1 HP is more dangerous than being downed against big threats



      This is going to leave a lot of players in combat running around with exactly 1 HP, which is prime instant-death territory. Most monsters are perfectly okay with letting a character make death saving throws to stabilize themselves, but they're not quite so okay with being stabbed in the back. (citation needed)



      Example:



      Bob the Dragon does his breath attack on Billy. Billy has a max HP of 35. The dragon deals 60 damage, but Billy succeeded on his save, so he only takes 30. That's still enough to down Billy who already took a beating from a Goblin earlier, but instead of going down, he's now at 1 HP.



      That won't do, so the next turn Bob swipes at him and gets a crit. He deals 38 damage in one hit, enough to instantly kill Billy.



      This will be even more obvious at lower levels, where succeeding your save against a spell might leave you standing at 1 HP next to an ogre who can one-shot kill you now even without a crit.






      share|improve this answer














      This is going to be a poor idea



      As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about.



      Being at 1 HP is more dangerous than being downed against big threats



      This is going to leave a lot of players in combat running around with exactly 1 HP, which is prime instant-death territory. Most monsters are perfectly okay with letting a character make death saving throws to stabilize themselves, but they're not quite so okay with being stabbed in the back. (citation needed)



      Example:



      Bob the Dragon does his breath attack on Billy. Billy has a max HP of 35. The dragon deals 60 damage, but Billy succeeded on his save, so he only takes 30. That's still enough to down Billy who already took a beating from a Goblin earlier, but instead of going down, he's now at 1 HP.



      That won't do, so the next turn Bob swipes at him and gets a crit. He deals 38 damage in one hit, enough to instantly kill Billy.



      This will be even more obvious at lower levels, where succeeding your save against a spell might leave you standing at 1 HP next to an ogre who can one-shot kill you now even without a crit.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 22 hours ago









      Cyberspark

      43428




      43428










      answered yesterday









      Theik

      7,6012951




      7,6012951







      • 3




        How is being downed better than 1hp?
        – Mazura
        19 hours ago






      • 8




        @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
        – Mwr247
        19 hours ago







      • 1




        @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
        – Mark Wells
        13 hours ago







      • 1




        @MarkWells yes you can (roll a deception check)
        – RedTera
        10 hours ago











      • I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
        – Rubiksmoose
        23 mins ago












      • 3




        How is being downed better than 1hp?
        – Mazura
        19 hours ago






      • 8




        @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
        – Mwr247
        19 hours ago







      • 1




        @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
        – Mark Wells
        13 hours ago







      • 1




        @MarkWells yes you can (roll a deception check)
        – RedTera
        10 hours ago











      • I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
        – Rubiksmoose
        23 mins ago







      3




      3




      How is being downed better than 1hp?
      – Mazura
      19 hours ago




      How is being downed better than 1hp?
      – Mazura
      19 hours ago




      8




      8




      @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
      – Mwr247
      19 hours ago





      @Mazura Because when down, you're not typically a target because you're not a threat. This gives you time and chances be stabilized (hopefully when the threat is neutralized or farther away). You're a lot more likely to be targeted and potentially 1-hit killed at 1hp than you are at 0hp.
      – Mwr247
      19 hours ago





      1




      1




      @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
      – Mark Wells
      13 hours ago





      @Mwr247 If the enemy is behaving like that, can't you fall down and play dead and not be targeted?
      – Mark Wells
      13 hours ago





      1




      1




      @MarkWells yes you can (roll a deception check)
      – RedTera
      10 hours ago





      @MarkWells yes you can (roll a deception check)
      – RedTera
      10 hours ago













      I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
      – Rubiksmoose
      23 mins ago




      I think that this answer could be improved by incorporating @Mwr247's comment above to explain in more detail why being downed is better than 1 HP. I also think it might be really good to talk about the fact that as currently written 1HP characters who make a save take no damage at all which is 1) really weird considering that at any other HP they would take damage and 2) essentially makes any strong AOE a save or die spell with instadeath.
      – Rubiksmoose
      23 mins ago












      up vote
      26
      down vote













      It'll significantly weaken save-targeting spells



      The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs succeeds, the enemies will fight back with full-powered attacks. You'll be facing longer combats, especially when fighting monsters who have poor HP but high AC (at low levels, hobgoblins are a typical example).



      It's noteworthy that this change introduces new weirdness of its own: characters weakened to 1 hp not dying to a repeated casting of a powerful area spell is, in my opinion, worse than cover or Advantage not mattering.






      share|improve this answer




















      • Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
        – Rubiksmoose
        30 mins ago














      up vote
      26
      down vote













      It'll significantly weaken save-targeting spells



      The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs succeeds, the enemies will fight back with full-powered attacks. You'll be facing longer combats, especially when fighting monsters who have poor HP but high AC (at low levels, hobgoblins are a typical example).



      It's noteworthy that this change introduces new weirdness of its own: characters weakened to 1 hp not dying to a repeated casting of a powerful area spell is, in my opinion, worse than cover or Advantage not mattering.






      share|improve this answer




















      • Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
        – Rubiksmoose
        30 mins ago












      up vote
      26
      down vote










      up vote
      26
      down vote









      It'll significantly weaken save-targeting spells



      The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs succeeds, the enemies will fight back with full-powered attacks. You'll be facing longer combats, especially when fighting monsters who have poor HP but high AC (at low levels, hobgoblins are a typical example).



      It's noteworthy that this change introduces new weirdness of its own: characters weakened to 1 hp not dying to a repeated casting of a powerful area spell is, in my opinion, worse than cover or Advantage not mattering.






      share|improve this answer












      It'll significantly weaken save-targeting spells



      The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs succeeds, the enemies will fight back with full-powered attacks. You'll be facing longer combats, especially when fighting monsters who have poor HP but high AC (at low levels, hobgoblins are a typical example).



      It's noteworthy that this change introduces new weirdness of its own: characters weakened to 1 hp not dying to a repeated casting of a powerful area spell is, in my opinion, worse than cover or Advantage not mattering.







      share|improve this answer












      share|improve this answer



      share|improve this answer










      answered yesterday









      kviiri

      28.8k6108174




      28.8k6108174











      • Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
        – Rubiksmoose
        30 mins ago
















      • Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
        – Rubiksmoose
        30 mins ago















      Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
      – Rubiksmoose
      30 mins ago




      Honestly, I think you might want to stress your second paragraph a bit more. The fact that this rule would make players at 1 HP invincible against AOEs if they keep making their saves is a really big deal IMO.
      – Rubiksmoose
      30 mins ago










      up vote
      13
      down vote













      This would make blasters even weaker on higher levels



      A 11th level Fighter with Great Weapon Master can do more damage every round than a 13th level wizard once per day with Finger of Death.

      On those levels Magic Resistance, Legendary saves, and resistances to damage types are quite common, so blasters are even further behind as they seem by the numbers.



      What blasters have left is being effective against larger groups of weaker monsters, and your house rule would take even that away from them.






      share|improve this answer


























        up vote
        13
        down vote













        This would make blasters even weaker on higher levels



        A 11th level Fighter with Great Weapon Master can do more damage every round than a 13th level wizard once per day with Finger of Death.

        On those levels Magic Resistance, Legendary saves, and resistances to damage types are quite common, so blasters are even further behind as they seem by the numbers.



        What blasters have left is being effective against larger groups of weaker monsters, and your house rule would take even that away from them.






        share|improve this answer
























          up vote
          13
          down vote










          up vote
          13
          down vote









          This would make blasters even weaker on higher levels



          A 11th level Fighter with Great Weapon Master can do more damage every round than a 13th level wizard once per day with Finger of Death.

          On those levels Magic Resistance, Legendary saves, and resistances to damage types are quite common, so blasters are even further behind as they seem by the numbers.



          What blasters have left is being effective against larger groups of weaker monsters, and your house rule would take even that away from them.






          share|improve this answer














          This would make blasters even weaker on higher levels



          A 11th level Fighter with Great Weapon Master can do more damage every round than a 13th level wizard once per day with Finger of Death.

          On those levels Magic Resistance, Legendary saves, and resistances to damage types are quite common, so blasters are even further behind as they seem by the numbers.



          What blasters have left is being effective against larger groups of weaker monsters, and your house rule would take even that away from them.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 23 hours ago

























          answered yesterday









          András

          22.9k883171




          22.9k883171




















              up vote
              0
              down vote













              I would suggest modifying the rule to, let's say: No damage if save exceeds DC + 5.



              Otherwise, I see 2 problems:




              • Shield Master feat becomes less powerful. With it, you can use a reaction to negate damage from dex save where you would have received only half damage.

              • These spells would have a very different impact on whether the character has 1 or many HPs.

              Alternatively, you could say that the damage on save must exceed characters constitution + remaining hp to get them to 0hp.



              For example, our character has 4hp and +3 con bonus and gets hit with a spell for 10 total damage. He succeeds the save so he should only receive 5 damage. It is more than our remaining hp but less than remaining hp + con bonus (4+3=7) so character remains alive with 1hp. On the next hit, he again succeeds and again gets hit with 10/2 damage. This time, remaining hp + con bonus is 4, which is less than 5 so the character does fall unconscious.



              This approach would be less OP, but zombies with undead resilience would feel cheated :D






              share|improve this answer










              New contributor




              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.













              • 1




                This seems considerably more complex than my original idea. And it's not going to help very often.
                – Erik
                yesterday






              • 1




                I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
                – Pyrotechnical
                yesterday







              • 1




                Andris, have you tried this or are you brainstorming here?
                – KorvinStarmast
                23 hours ago










              • @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
                – Andris Bremanis
                5 hours ago














              up vote
              0
              down vote













              I would suggest modifying the rule to, let's say: No damage if save exceeds DC + 5.



              Otherwise, I see 2 problems:




              • Shield Master feat becomes less powerful. With it, you can use a reaction to negate damage from dex save where you would have received only half damage.

              • These spells would have a very different impact on whether the character has 1 or many HPs.

              Alternatively, you could say that the damage on save must exceed characters constitution + remaining hp to get them to 0hp.



              For example, our character has 4hp and +3 con bonus and gets hit with a spell for 10 total damage. He succeeds the save so he should only receive 5 damage. It is more than our remaining hp but less than remaining hp + con bonus (4+3=7) so character remains alive with 1hp. On the next hit, he again succeeds and again gets hit with 10/2 damage. This time, remaining hp + con bonus is 4, which is less than 5 so the character does fall unconscious.



              This approach would be less OP, but zombies with undead resilience would feel cheated :D






              share|improve this answer










              New contributor




              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.













              • 1




                This seems considerably more complex than my original idea. And it's not going to help very often.
                – Erik
                yesterday






              • 1




                I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
                – Pyrotechnical
                yesterday







              • 1




                Andris, have you tried this or are you brainstorming here?
                – KorvinStarmast
                23 hours ago










              • @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
                – Andris Bremanis
                5 hours ago












              up vote
              0
              down vote










              up vote
              0
              down vote









              I would suggest modifying the rule to, let's say: No damage if save exceeds DC + 5.



              Otherwise, I see 2 problems:




              • Shield Master feat becomes less powerful. With it, you can use a reaction to negate damage from dex save where you would have received only half damage.

              • These spells would have a very different impact on whether the character has 1 or many HPs.

              Alternatively, you could say that the damage on save must exceed characters constitution + remaining hp to get them to 0hp.



              For example, our character has 4hp and +3 con bonus and gets hit with a spell for 10 total damage. He succeeds the save so he should only receive 5 damage. It is more than our remaining hp but less than remaining hp + con bonus (4+3=7) so character remains alive with 1hp. On the next hit, he again succeeds and again gets hit with 10/2 damage. This time, remaining hp + con bonus is 4, which is less than 5 so the character does fall unconscious.



              This approach would be less OP, but zombies with undead resilience would feel cheated :D






              share|improve this answer










              New contributor




              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.









              I would suggest modifying the rule to, let's say: No damage if save exceeds DC + 5.



              Otherwise, I see 2 problems:




              • Shield Master feat becomes less powerful. With it, you can use a reaction to negate damage from dex save where you would have received only half damage.

              • These spells would have a very different impact on whether the character has 1 or many HPs.

              Alternatively, you could say that the damage on save must exceed characters constitution + remaining hp to get them to 0hp.



              For example, our character has 4hp and +3 con bonus and gets hit with a spell for 10 total damage. He succeeds the save so he should only receive 5 damage. It is more than our remaining hp but less than remaining hp + con bonus (4+3=7) so character remains alive with 1hp. On the next hit, he again succeeds and again gets hit with 10/2 damage. This time, remaining hp + con bonus is 4, which is less than 5 so the character does fall unconscious.



              This approach would be less OP, but zombies with undead resilience would feel cheated :D







              share|improve this answer










              New contributor




              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.









              share|improve this answer



              share|improve this answer








              edited yesterday









              András

              22.9k883171




              22.9k883171






              New contributor




              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.









              answered yesterday









              Andris Bremanis

              171




              171




              New contributor




              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.





              New contributor





              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              Andris Bremanis is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.







              • 1




                This seems considerably more complex than my original idea. And it's not going to help very often.
                – Erik
                yesterday






              • 1




                I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
                – Pyrotechnical
                yesterday







              • 1




                Andris, have you tried this or are you brainstorming here?
                – KorvinStarmast
                23 hours ago










              • @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
                – Andris Bremanis
                5 hours ago












              • 1




                This seems considerably more complex than my original idea. And it's not going to help very often.
                – Erik
                yesterday






              • 1




                I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
                – Pyrotechnical
                yesterday







              • 1




                Andris, have you tried this or are you brainstorming here?
                – KorvinStarmast
                23 hours ago










              • @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
                – Andris Bremanis
                5 hours ago







              1




              1




              This seems considerably more complex than my original idea. And it's not going to help very often.
              – Erik
              yesterday




              This seems considerably more complex than my original idea. And it's not going to help very often.
              – Erik
              yesterday




              1




              1




              I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
              – Pyrotechnical
              yesterday





              I think the first line of this is a good idea provided it's restricted to occurring only when you're at 1 HP as it's pretty straightforward to implement. I concur with Erik that you might be making things very complicated with the second proposal.
              – Pyrotechnical
              yesterday





              1




              1




              Andris, have you tried this or are you brainstorming here?
              – KorvinStarmast
              23 hours ago




              Andris, have you tried this or are you brainstorming here?
              – KorvinStarmast
              23 hours ago












              @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
              – Andris Bremanis
              5 hours ago




              @KorvinStarmast Brainstorming mostly. It's hard enough to kill my party without these house rules :D. Also, I agree with everyone that the second approach is too complex.
              – Andris Bremanis
              5 hours ago










              up vote
              0
              down vote













              In addition to what others have said, I can see this being "unfun" because it takes away from the classes that get Evasion. This rule would give everyone a weird form of that class feature.



              It is stronger than Evasion because:



              • It applies against every type of saving throw.

              • It doesn't use up a class feature.

              It is weaker than Evasion because:



              • Failed saves still cause full damage.

              • Successful saves still cause a reduction in HP (unless at 1 HP already).

              Also, it would also cause any spells that improve saving throws much more powerful.






              share|improve this answer
























                up vote
                0
                down vote













                In addition to what others have said, I can see this being "unfun" because it takes away from the classes that get Evasion. This rule would give everyone a weird form of that class feature.



                It is stronger than Evasion because:



                • It applies against every type of saving throw.

                • It doesn't use up a class feature.

                It is weaker than Evasion because:



                • Failed saves still cause full damage.

                • Successful saves still cause a reduction in HP (unless at 1 HP already).

                Also, it would also cause any spells that improve saving throws much more powerful.






                share|improve this answer






















                  up vote
                  0
                  down vote










                  up vote
                  0
                  down vote









                  In addition to what others have said, I can see this being "unfun" because it takes away from the classes that get Evasion. This rule would give everyone a weird form of that class feature.



                  It is stronger than Evasion because:



                  • It applies against every type of saving throw.

                  • It doesn't use up a class feature.

                  It is weaker than Evasion because:



                  • Failed saves still cause full damage.

                  • Successful saves still cause a reduction in HP (unless at 1 HP already).

                  Also, it would also cause any spells that improve saving throws much more powerful.






                  share|improve this answer












                  In addition to what others have said, I can see this being "unfun" because it takes away from the classes that get Evasion. This rule would give everyone a weird form of that class feature.



                  It is stronger than Evasion because:



                  • It applies against every type of saving throw.

                  • It doesn't use up a class feature.

                  It is weaker than Evasion because:



                  • Failed saves still cause full damage.

                  • Successful saves still cause a reduction in HP (unless at 1 HP already).

                  Also, it would also cause any spells that improve saving throws much more powerful.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 37 mins ago









                  wakkowarner321

                  34128




                  34128



























                       

                      draft saved


                      draft discarded















































                       


                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function ()
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f132084%2fis-this-houserule-preventing-effects-from-dropping-creatures-to-below-1-hp-if-th%23new-answer', 'question_page');

                      );

                      Post as a guest













































































                      Comments

                      Popular posts from this blog

                      Long meetings (6-7 hours a day): Being “babysat” by supervisor

                      Is the Concept of Multiple Fantasy Races Scientifically Flawed? [closed]

                      Confectionery