So i wanna use a mix of rules to make a darker tougher world. rules like madness to punish, longer rest times to force resource preservation, spell compnat usage, to support more skills and barter, desires and infection (like zombies and magical viruses and others.) if you can think of ideas, rules, explanation, and creatures to help build out this system please comment and thank for your time.
I am with you. I do not like the long/short rest rules. I do not think after taking 50 hp of damage should be healed by taking a nap or sleeping for 8 hours on the hard ground. I did not like the old school rule of 1 hp of healing per long rest either. Let's find a happy medium. The hard mode, I believe also takes into account spell refreshment. Meaning you will not get spell slots back in a day but a week.
For spell component usage, just ban all the magic focus, component pouch, etc. and tell players that they have to have the actual material(s) mentioned in the spell description. As an option you could also have the material components ALWAYS consumed by the spell.
Of course, you need a set of players who will be willing to get into the nitty gritty of managing their supply of spell components in this case (I would find it too tedious).
Also, no coins for currency. Everything is barter, so the party will be carrying gems, furs, other trade goods. How much can they really carry?
All spell casting uses the wild magic rules as per the Sorcerer Wild Magic origin (1 in 20 chance of a casting causing a wild magic surge), or grab the AD&D Dark Sun setting where casting magic blights the land around you.
In fact, the Dark Sun campaign setting is an ideal world for forcing harsh resource management - even water could be a valuable commodity (and well protected!)
I had a group that was essentially novaing every encounter then sheltering for eight hours in a Tiny Hut to get back. I have since reworked how long rests work in new campaigns: a long rest in the dungeon or wilderness on ly recovers all 1st and 2nd level spells and half of your expended spell slots rounded down (say you had used 2 3rd level spells and a 4th you would recover 5spell levels which in the case means either a 3rd or a 4th level slot). It is still a work in progress. Also you only recover half the hp you are down.
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So i wanna use a mix of rules to make a darker tougher world. rules like madness to punish, longer rest times to force resource preservation, spell compnat usage, to support more skills and barter, desires and infection (like zombies and magical viruses and others.) if you can think of ideas, rules, explanation, and creatures to help build out this system please comment and thank for your time.
There is a hard-mode for short and long rests, which extends the time for each. The rule is probably in the DMG (or it might even be in the PHB).
I am with you. I do not like the long/short rest rules. I do not think after taking 50 hp of damage should be healed by taking a nap or sleeping for 8 hours on the hard ground. I did not like the old school rule of 1 hp of healing per long rest either. Let's find a happy medium. The hard mode, I believe also takes into account spell refreshment. Meaning you will not get spell slots back in a day but a week.
For spell component usage, just ban all the magic focus, component pouch, etc. and tell players that they have to have the actual material(s) mentioned in the spell description. As an option you could also have the material components ALWAYS consumed by the spell.
Of course, you need a set of players who will be willing to get into the nitty gritty of managing their supply of spell components in this case (I would find it too tedious).
Also, no coins for currency. Everything is barter, so the party will be carrying gems, furs, other trade goods. How much can they really carry?
All spell casting uses the wild magic rules as per the Sorcerer Wild Magic origin (1 in 20 chance of a casting causing a wild magic surge), or grab the AD&D Dark Sun setting where casting magic blights the land around you.
In fact, the Dark Sun campaign setting is an ideal world for forcing harsh resource management - even water could be a valuable commodity (and well protected!)
i like it i may ignore the last to much all those fit into what im doing. and the setting im starting. so yes :D
there is a rule that uses hit die on a long rest = to con. so that is a nice mid
Chapter 9 of the DMG covers a lot of this. Optional rules for healing, resting, sanity checks, injuries, morale, etc.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I had a group that was essentially novaing every encounter then sheltering for eight hours in a Tiny Hut to get back. I have since reworked how long rests work in new campaigns: a long rest in the dungeon or wilderness on ly recovers all 1st and 2nd level spells and half of your expended spell slots rounded down (say you had used 2 3rd level spells and a 4th you would recover 5spell levels which in the case means either a 3rd or a 4th level slot). It is still a work in progress. Also you only recover half the hp you are down.