quote:
Having a short rest remove 1 level of the exhaustion and long rests restoring all, or multiple, levels could also work.
I did consider a variation on that. Specifically, casting
Lesser Restoration on an Exhausted person removes one level of Exhaustion. Casting its bigger cousin
Greater Restoration would remove all levels of Exhaustion.
At the end of the day I am trying to walk a line between gritty realism and pure fantasy. I want to avoid situations where a character doesn't hesitate to charge into battle when they're on 5 hit points (because the cleric will just heal them) --
and I want to give the clerics and healers a chance to do more than just heal the front-line. Kinda sucks to have all of those awesome powers, but you can't use them because you have to save room for healing spells.
I hate how almost formulaic dndcombat has become. It's gotten so bad that it's actually invaded our language. Fighters, Barbarians, Paladins are "tanks" and their job is to hold the line. Rangers, Rogues, and Warlocks are generally "dps" and their job is to deal as much damage in as short a time as possible (as if that's not the goal of every fighter). Then you have "controllers" and "supports" and "healers".
I blame video games, which are built a certain way because people are unpredictable. Game developers cannot predict every way that a person might act, but that is literally their job. Predict the actions so you can script the responses. You can track the evolution over time. it started with the silent protagonist -- the main character of a game who never speaks and is only spoken to. From there, it moved into conversation trees where you could only select from four or five things your character might say, and the conversation develops from there. I get it; this is born out of the need to deliver a finished game: something that starts at point A and ends at Point B. it's a necessary evil for video games. But it's bled over into tabletop games and tabletop game development.
So I look for ways to disrupt the formula. Underwater combat and exploration (Emerald Grotto)... a fight at long range (the encounter with the moornounders)... and things like making unconsciousness more than a "miss a turn getting healed" inconvenience.
Exhaustion is
brutal from a game mechanic perspective. Dying is brutal from a roleplay perspective. It should be.
</rant>