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A character could, in theory, carry their unconscious comrade away, or a wizard could block the enemy off with a spell to cover their retreat.
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But before that happens, I have to try to hack at it and fix the rules myself. It's the one part of the system that I wish would be given a long hard look by WotC in any edition to follow, whether it's 5.5e or 6th edition.
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They're potentially just two rolls from dying! However, as a group gains experience, this tension begins to feel hollow and artificial - at least in the case that they have any magical healing (and if they don't, then any of the published adventures is likely to kill them as soon as one of them goes down, unless the DM fudges to allow them to escape).ĭeath, or rather the lack of it, is becoming my least-favourite part of 5e. In D&D 5th edition, there are often tense scenes as a character is bleeding out on the ground, rolling death saving throws.