I added a feat at 1st level, one at tenth, and one at 20th, I also restricted three of the current slots to only being able to be used for stat adds.
This means at minimum by 20th level not counting fighter or rogue, they will have three feats and at max five feats unless human.
At max they can have five stat adds for the same reason.
A fighter can get two extra and a rogue one.
This results in at max
Fighter seven feats and three stat adds or seven stat adds and three feats.
Rogue one less than that.
You act like I gave everyone five extra feats at first level... they are pretty damn spread out, and the character is still maxed out to the same number of feats or attributes.
Normal rules max feats equals five, mine max feats equals five, max attributes normal rules equals five, my rules... woah, still equals five. Only difference is, both have a set minimum of three spread out over twenty levels.
Split evenly it's four and four instead of 2.5, a difference of 1.5 average. I don't think this anywhere near as overwhelming as you are pretending.
I use a "everybody gets a free feat at first level" rule. However, I don't let anyone take any of the racial feats that allow casting of second level spells (so, no Drow High Magic or Wood Elf Magic), as these unbalance things too much at first level.
Just put HR a clause in there that puts a level minimum on the higher level spells, perhaps? No 2nd level spells 'til 3rd character level, no 3rd level spells 'til 5th character level, etc.
I use a "everybody gets a free feat at first level" rule. However, I don't let anyone take any of the racial feats that allow casting of second level spells (so, no Drow High Magic or Wood Elf Magic), as these unbalance things too much at first level.
Just put HR a clause in there that puts a level minimum on the higher level spells, perhaps? No 2nd level spells 'til 3rd character level, no 3rd level spells 'til 5th character level, etc.
Well there's no restriction for the variant human who gets a feat at first level, so I don't see why it would need any other restrictions, besides the racial ones listed, as long as the character meets all the prerequisites.
I use a "everybody gets a free feat at first level" rule. However, I don't let anyone take any of the racial feats that allow casting of second level spells (so, no Drow High Magic or Wood Elf Magic), as these unbalance things too much at first level.
Just put HR a clause in there that puts a level minimum on the higher level spells, perhaps? No 2nd level spells 'til 3rd character level, no 3rd level spells 'til 5th character level, etc.
Well there's no restriction for the variant human who gets a feat at first level, so I don't see why it would need any other restrictions, besides the racial ones listed, as long as the character meets all the prerequisites.
I think the racial feats are the only ones that grant 2nd level spells, so that restriction isn't necessary for variant humans.
I use a "everybody gets a free feat at first level" rule. However, I don't let anyone take any of the racial feats that allow casting of second level spells (so, no Drow High Magic or Wood Elf Magic), as these unbalance things too much at first level.
Just put HR a clause in there that puts a level minimum on the higher level spells, perhaps? No 2nd level spells 'til 3rd character level, no 3rd level spells 'til 5th character level, etc.
Well there's no restriction for the variant human who gets a feat at first level, so I don't see why it would need any other restrictions, besides the racial ones listed, as long as the character meets all the prerequisites.
I think the racial feats are the only ones that grant 2nd level spells, so that restriction isn't necessary for variant humans.
Correct, that's why I had said "besides the racial ones".
I was thinking of a way to make characters less heroics because of magic yet keep them in heroically. Came upon a wound system in other games where you could only heal the latest wound. And i loved the idea. Unfortunately in 5e it hads complexity to a simple system. But heres what i might try with group.
One has its hp bar as normal and takes a wound everytime they take (hit dice + constitution modifier) damage. They can only heal the lastest 3 wounds. Anything else requires a long rest per 3 wounds to heal.
As simple as it can be. Hp works still has normal but once wounded its getting harder and harder to heal. Another thing im thinking is to say the healing wounds per healing or per long rest is maximum the constitution modifier. Aka fighter with 5 modifier can heal the last 5 wounds per long rest or the last 5 wounds per magical healing. That would make constitution a better stats to consider.
What you guys think of that ?
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I was thinking of a way to make characters less heroics because of magic yet keep them in heroically. Came upon a wound system in other games where you could only heal the latest wound. And i loved the idea. Unfortunately in 5e it hads complexity to a simple system. But heres what i might try with group.
One has its hp bar as normal and takes a wound everytime they take (hit dice + constitution modifier) damage. They can only heal the lastest 3 wounds. Anything else requires a long rest per 3 wounds to heal.
As simple as it can be. Hp works still has normal but once wounded its getting harder and harder to heal. Another thing im thinking is to say the healing wounds per healing or per long rest is maximum the constitution modifier. Aka fighter with 5 modifier can heal the last 5 wounds per long rest or the last 5 wounds per magical healing. That would make constitution a better stats to consider.
What you guys think of that ?
I actually really like this idea. I don't think it's quite perfected, but I really like this concept.
I'm not a fan of the "a good night's sleep cures any injury" mechanic of 5e, but it does have the advantage of being easy to run. Ideally, I'd like some happy medium between 5e's healing and 1e's "you only heal 1 hit point per day of bedrest" system. I tried a system where a long rest did nothing but restore (all) your hit dice and you had to spend hit dice on a short or long rest to heal, but it was too cumbersome and I dropped it.
I'm not a fan of the "a good night's sleep cures any injury" mechanic of 5e, but it does have the advantage of being easy to run. Ideally, I'd like some happy medium between 5e's healing and 1e's "you only heal 1 hit point per day of bedrest" system. I tried a system where a long rest did nothing but restore (all) your hit dice and you had to spend hit dice on a short or long rest to heal, but it was too cumbersome and I dropped it.
You could do something along the lines of long rests heal no hit points, but you still regain half of your hit die. Or maybe you regain the amount of a max roll of a single hit die. Essentially, if your hit point was 1d12+3, then you would heal 15 points at the end of each long rest and regain half your hit die.
I don't personally like it, because I prefer the high heroics, but it seems like it would work for what it is you're trying to do.
Dont misunderstand me. I love heroics and i loved d&d regardless. But in the current system. Players have a hard time dieing. Players who knows how to strategy any encounters will outrun a dm. Because 7 minds versus just one. Even if only 3 players are onboard with the strategy. It will be working. As such healing become much more important and when you have a group that includes a bard, a paladin, a cleric and a celestial warlock. Healing is easily outrunning your encounters. To the point where the only way to challenge their lives. Is to put higher level monsters. Like very deadly encounters.
The problem comes from 5e mechanics that simply added life and damage and said thats it. Thing is balanced. Unfortunately because of monsters not having so much healings. Players have uber edges in those fights. There is only a few ways to remedy that. Give healing to monsters... Thats a no because of monsters more often not making sense to have healing. Up their lives... No no as well... Only makes fight repetitives and boring. Same with resistances and immunities. The only real option is... Reduce their healing. But i dont want them to feel like healing is not worth it. So the solution i came up with is... Just allow only a certain number of hit points to be healed.
For the long rest...
Try this which i used back in 3e and it was much faster then 1 hp a day. Try healing for your constitution modifier per day. Its a good natural healing method. It boost constitution as a stat and its faster then 1hp a day. While still keeping this slow natural healing we have in reality.
For my part i intend to do just that in my games.
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I don't personally like it, because I prefer the high heroics, but it seems like it would work for what it is you're trying to do.
For the long rest...
Try this which i used back in 3e and it was much faster then 1 hp a day. Try healing for your constitution modifier per day. Its a good natural healing method. It boost constitution as a stat and its faster then 1hp a day. While still keeping this slow natural healing we have in reality.
For my part i intend to do just that in my games.
I agree with your stance on the first part. Though I think a straight CON modifier isn't enough, that means that at maximum, you regain 5 hit points per short rest, unless you have magic items are are a 20th level barbarian. A maxed out con modifier of 30 would only get you 10 per long rest, at 20th level, that's barely anything. What about Con modifier + your level? Just because if you never change your con modifier, your hit points are always increasing.
back in 3e, the goal was to put the natural healing at a more natural healing thus real world physics... at best if the wounds are very deep in the real world, you would heal that wound in about 3-4 weeks. thats from bleeding to nothing is showing anymore. take my sunburned skin for exemple... sun burned first degree and second degree... its been 2 weeks now and my first degree sunburn are still being seen a bit. not much, but still. while my second degree sunburn is still pretty much showing up. sure it doesn't hurt anymore, sure it is only color changed that is showing, but still my skin is still repairing itself. so no... it is not farfetched to think it takes months for healing factors to make their work.
let's calculate it... the barbarian with 16 constitution has 100 hp. at a rate of 1 per day in faerunian calendar, would take 100 days to heal normally. thats 10 weeks at 10 day each. now the thing is, magic exists in the multiverse, thus clerics and healers gets their spells every day. thats what D&D take into consideration, that means healing is much much faster then natural healing itself. as you got healers all around with easy access to healing. let's see how much HP that barbarian gets each days if the healer spruce that healing up. 100 hp the cleric shoots all 4 first level spell slots into the barb... thats 1d8+ say 3hp per slot. thus 4d8+12 hp per day ! that is, your barbarian is up and running in less then a week !
that's the thing, you are not calculating magical healing. if we're taking only natural healing into account, then yes its normal for healing to take a long time. but you are supposed to count that each days that pass, your healers gain back their slots and are suposed to help the healing process with these slots.
that's why i said, using constitution instead of 1 hp per day. helps the natural healing process, but you still need the help of healers. for my part right now... i'm trying to teach the players what downtime is, because right now it feels like all players wants everything done in the same day. like the badguy is going forward, we must do it all in the same day. take him down, take his operation down, let's forget every single monster we meet and just focus on our task. and up to this point, the long rest healing full in 5e... that's counter productive because it helps them doing just that. players want action, they want to do thing, but they tend to forget that this game isn't an action packed game where you just grind through mobs and be done with t. its a simulation game and it will always be. in simulation games you need to drink, eat, sleep. rest, manage your cash, manage your inventory. not just grind through levels and do end game content.
but again, you have to calculate magical healing into your calculations, not just take natural healing and say, yup its way too slow. because natural healing is slow. Magical healing is the one thats much faster !
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The thing is, hit points don't represent how banged up (or not) your body is. They're basically how much fight you have left in you. You don't suffer any injuries until you're reduced to 0 HP, at which point you'll likely either die or receive magical healing, and if you receive magical healing you're not injured any more. The DMG does have rules for injuries, and if you break a bone a long rest isn't going to be enough to fix that; but again, any amount of magical healing will fix any injury short of losing body parts, so there's little point in using those rules if your party has healing magic.
So the issue isn't long rests, it's how healing magic is assumed to work.
I don't personally like it, because I prefer the high heroics, but it seems like it would work for what it is you're trying to do.
Dont misunderstand me. I love heroics and i loved d&d regardless. But in the current system. Players have a hard time dieing
I consider that a positive. Character death should be a rarity; it should be a moment, with emotion and gravitas, not just 'welp, Bob lost another one'. The main thing to remember is: Failure doesn't have to mean anybody dies.
Inquisitive coder that's why i mentionned using wounds to actually know if you are injured or not. basically everytime you take a max hit dice+ your constitution modifier, you take an injury. something that can only be healed with magic if it is the latest injury you received. that way your character can only heal the last or the last 2 or 3 injuries. one could even say you could heal your constitution modifer number of injuries with healing magic. that way you force the players into thinking because magic will not be the answer to everything.
there is also the fact that 5e greatly diminished the healing per say. meaning that 1d8+wis isn't all that big in the grand scheme of things because monsters eventually do much more then that. it helps but its also draining. so 5e has done a great job at making magic not so great a feat that it is required. the bigger the monsters the higher the spell slots you'll need to get back to full health.
but as i mentionned... injuries or wounds, can easily be added on top of your health to make it more real instead of thinking of HP as heroic deeds.
i'm still deliberating with myself to try and find the perfect balance between injuries and HP. like one can heal up to full HP if they want, but they still inquire injuries which needs long rest to heal up. but my problem is that whatever i think up, just adds to the complexity of the game. i also hate tables, so starting to give rolls on tables to determine injuries is pretty damn bad. but i was thinking along the lines of this kind of table...
Roll 1d10 and add the actual injury. 1 - Left Eye Injury - Disadvantage on perception checks to see. if both eyes are injured, Blinded condition. 2 - Right Eye Injury - Disadvantage on perception checks to see. if both eyes are injured, Blinded condition. 3 - Left Ear Injury - Disadventage on perception check requiring your ears. If both ears are injured, Deafened condition. 4 - Mouth Injury - Lose the ability to speak 5 - Left Arm Injury - Disadvantage on the use of that arm. 6 - Right Arm Injury - Disadvantage on the use of that arm. 7 - Left Leg Injury - Lose 5 feet of movement. 8 - Right Leg Injury - Lose 5 feet of movement. 9 - Body Injury - Disadvantage on dexterity and strength checks. 10 - Internal Bleeding Injury - Disadvantage on attacks and saving throws.
something of the sort, along with "an injury can only be heal through a long rest" so the more injuries one gets the more time he will need to recuperate.
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Well maybe you like people never dieing, but i preffer the more traditionnal, let the die fall where they may. if a character dies in combat or in an absolutely stupide manner, it is because fate wanted it that way. to me, if i am playing with a DM that never makes me die or never allow me to die except if its a great dramatic moment. i'd be inclined to play much more reckless in my ways because i know the DM wont let me die stupidly. thats also a bad thing. the one thing you should definitely teach your players, is to take care of their characters and not make the mistake of thinking they are indestructible.
for my part, in my games... there are monsters who are much more powerfull then you, and even if you are level 1. you may encounter that beast. and it may kill you on sight. you live in a dangerous world, you dont live in an utopia where everything is a story to be told. you are supposed to make that story, not be forced by the DM to get there.
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Skill challenges are worth it, im not saying otherwise.
but let's say you want a skill challenge of perception to spot the enemy... 4 players rolls against the other 4. the thing is... the player who rolled the highest roll, you may be counting it as a success for the purpose of that skill challenge. but that player will not accept it as such, he will expect himself to actually see an enemy. skill challenges are a way to make the DM life better, but it doesn't make any sense to a player. in a challenge where the guys must climb a mountain. it makes sense that everyone helps each others. but in a challenge where you only need to see one guy hidding in order to stop the ambush, it makes no sense to do such a thing.
unfortunately there is not much times where skill challenges are able to be used. climbing a mountain, passing through an ice lake without failing. things like that...
but what happens when you have enemies stealthing and suddently all players want a chance at spotting that enemy ? skill challenge doesn't work in these cases.
if those who say use passive... i'll answer, ok... then my passive is 21 ! why would i ever roll a die and get much more chances at getting lower then my 21 ? i mean passive is literally just taking 10 every times. i literally have less chances at finding or seeing something if i roll. passive do not work because of that. its a bullshit rule made to add taking 10. so instead in my games, there is no passive... but i do allow my players the ability to take their times and make a 10 or 20. all that its gonna cost them, is time ! something they dont necessarily have all the time.
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I added a feat at 1st level, one at tenth, and one at 20th, I also restricted three of the current slots to only being able to be used for stat adds.
This means at minimum by 20th level not counting fighter or rogue, they will have three feats and at max five feats unless human.
At max they can have five stat adds for the same reason.
A fighter can get two extra and a rogue one.
This results in at max
Fighter seven feats and three stat adds or seven stat adds and three feats.
Rogue one less than that.
You act like I gave everyone five extra feats at first level... they are pretty damn spread out, and the character is still maxed out to the same number of feats or attributes.
Normal rules max feats equals five, mine max feats equals five, max attributes normal rules equals five, my rules... woah, still equals five. Only difference is, both have a set minimum of three spread out over twenty levels.
Split evenly it's four and four instead of 2.5, a difference of 1.5 average. I don't think this anywhere near as overwhelming as you are pretending.
Just put HR a clause in there that puts a level minimum on the higher level spells, perhaps? No 2nd level spells 'til 3rd character level, no 3rd level spells 'til 5th character level, etc.
Well there's no restriction for the variant human who gets a feat at first level, so I don't see why it would need any other restrictions, besides the racial ones listed, as long as the character meets all the prerequisites.
Published Subclasses
I think the racial feats are the only ones that grant 2nd level spells, so that restriction isn't necessary for variant humans.
Correct, that's why I had said "besides the racial ones".
Published Subclasses
I was thinking of a way to make characters less heroics because of magic yet keep them in heroically. Came upon a wound system in other games where you could only heal the latest wound. And i loved the idea. Unfortunately in 5e it hads complexity to a simple system. But heres what i might try with group.
One has its hp bar as normal and takes a wound everytime they take (hit dice + constitution modifier) damage. They can only heal the lastest 3 wounds. Anything else requires a long rest per 3 wounds to heal.
As simple as it can be. Hp works still has normal but once wounded its getting harder and harder to heal. Another thing im thinking is to say the healing wounds per healing or per long rest is maximum the constitution modifier. Aka fighter with 5 modifier can heal the last 5 wounds per long rest or the last 5 wounds per magical healing. That would make constitution a better stats to consider.
What you guys think of that ?
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
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I actually really like this idea. I don't think it's quite perfected, but I really like this concept.
Published Subclasses
I don't personally like it, because I prefer the high heroics, but it seems like it would work for what it is you're trying to do.
I'm not a fan of the "a good night's sleep cures any injury" mechanic of 5e, but it does have the advantage of being easy to run. Ideally, I'd like some happy medium between 5e's healing and 1e's "you only heal 1 hit point per day of bedrest" system. I tried a system where a long rest did nothing but restore (all) your hit dice and you had to spend hit dice on a short or long rest to heal, but it was too cumbersome and I dropped it.
You could do something along the lines of long rests heal no hit points, but you still regain half of your hit die. Or maybe you regain the amount of a max roll of a single hit die. Essentially, if your hit point was 1d12+3, then you would heal 15 points at the end of each long rest and regain half your hit die.
Published Subclasses
Dont misunderstand me. I love heroics and i loved d&d regardless. But in the current system. Players have a hard time dieing. Players who knows how to strategy any encounters will outrun a dm. Because 7 minds versus just one. Even if only 3 players are onboard with the strategy. It will be working. As such healing become much more important and when you have a group that includes a bard, a paladin, a cleric and a celestial warlock. Healing is easily outrunning your encounters. To the point where the only way to challenge their lives. Is to put higher level monsters. Like very deadly encounters.
The problem comes from 5e mechanics that simply added life and damage and said thats it. Thing is balanced. Unfortunately because of monsters not having so much healings. Players have uber edges in those fights. There is only a few ways to remedy that. Give healing to monsters... Thats a no because of monsters more often not making sense to have healing. Up their lives... No no as well... Only makes fight repetitives and boring. Same with resistances and immunities. The only real option is... Reduce their healing. But i dont want them to feel like healing is not worth it. So the solution i came up with is... Just allow only a certain number of hit points to be healed.
For the long rest...
Try this which i used back in 3e and it was much faster then 1 hp a day. Try healing for your constitution modifier per day. Its a good natural healing method. It boost constitution as a stat and its faster then 1hp a day. While still keeping this slow natural healing we have in reality.
For my part i intend to do just that in my games.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
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I agree with your stance on the first part. Though I think a straight CON modifier isn't enough, that means that at maximum, you regain 5 hit points per short rest, unless you have magic items are are a 20th level barbarian. A maxed out con modifier of 30 would only get you 10 per long rest, at 20th level, that's barely anything. What about Con modifier + your level? Just because if you never change your con modifier, your hit points are always increasing.
Published Subclasses
Free feat at first level, and bonus languages based off of INT modifier are the big ones I do.
squigs
back in 3e, the goal was to put the natural healing at a more natural healing thus real world physics... at best if the wounds are very deep in the real world, you would heal that wound in about 3-4 weeks. thats from bleeding to nothing is showing anymore. take my sunburned skin for exemple... sun burned first degree and second degree... its been 2 weeks now and my first degree sunburn are still being seen a bit. not much, but still. while my second degree sunburn is still pretty much showing up. sure it doesn't hurt anymore, sure it is only color changed that is showing, but still my skin is still repairing itself. so no... it is not farfetched to think it takes months for healing factors to make their work.
let's calculate it...
the barbarian with 16 constitution has 100 hp.
at a rate of 1 per day in faerunian calendar, would take 100 days to heal normally. thats 10 weeks at 10 day each.
now the thing is, magic exists in the multiverse, thus clerics and healers gets their spells every day. thats what D&D take into consideration, that means healing is much much faster then natural healing itself. as you got healers all around with easy access to healing. let's see how much HP that barbarian gets each days if the healer spruce that healing up. 100 hp the cleric shoots all 4 first level spell slots into the barb... thats 1d8+ say 3hp per slot. thus 4d8+12 hp per day ! that is, your barbarian is up and running in less then a week !
that's the thing, you are not calculating magical healing. if we're taking only natural healing into account, then yes its normal for healing to take a long time. but you are supposed to count that each days that pass, your healers gain back their slots and are suposed to help the healing process with these slots.
that's why i said, using constitution instead of 1 hp per day. helps the natural healing process, but you still need the help of healers.
for my part right now... i'm trying to teach the players what downtime is, because right now it feels like all players wants everything done in the same day. like the badguy is going forward, we must do it all in the same day. take him down, take his operation down, let's forget every single monster we meet and just focus on our task. and up to this point, the long rest healing full in 5e... that's counter productive because it helps them doing just that. players want action, they want to do thing, but they tend to forget that this game isn't an action packed game where you just grind through mobs and be done with t. its a simulation game and it will always be. in simulation games you need to drink, eat, sleep. rest, manage your cash, manage your inventory. not just grind through levels and do end game content.
but again, you have to calculate magical healing into your calculations, not just take natural healing and say, yup its way too slow. because natural healing is slow. Magical healing is the one thats much faster !
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The thing is, hit points don't represent how banged up (or not) your body is. They're basically how much fight you have left in you. You don't suffer any injuries until you're reduced to 0 HP, at which point you'll likely either die or receive magical healing, and if you receive magical healing you're not injured any more. The DMG does have rules for injuries, and if you break a bone a long rest isn't going to be enough to fix that; but again, any amount of magical healing will fix any injury short of losing body parts, so there's little point in using those rules if your party has healing magic.
So the issue isn't long rests, it's how healing magic is assumed to work.
The Forum Infestation (TM)
I consider that a positive. Character death should be a rarity; it should be a moment, with emotion and gravitas, not just 'welp, Bob lost another one'. The main thing to remember is: Failure doesn't have to mean anybody dies.
Inquisitive coder
that's why i mentionned using wounds to actually know if you are injured or not. basically everytime you take a max hit dice+ your constitution modifier, you take an injury. something that can only be healed with magic if it is the latest injury you received. that way your character can only heal the last or the last 2 or 3 injuries. one could even say you could heal your constitution modifer number of injuries with healing magic. that way you force the players into thinking because magic will not be the answer to everything.
there is also the fact that 5e greatly diminished the healing per say. meaning that 1d8+wis isn't all that big in the grand scheme of things because monsters eventually do much more then that. it helps but its also draining. so 5e has done a great job at making magic not so great a feat that it is required. the bigger the monsters the higher the spell slots you'll need to get back to full health.
but as i mentionned... injuries or wounds, can easily be added on top of your health to make it more real instead of thinking of HP as heroic deeds.
i'm still deliberating with myself to try and find the perfect balance between injuries and HP. like one can heal up to full HP if they want, but they still inquire injuries which needs long rest to heal up. but my problem is that whatever i think up, just adds to the complexity of the game. i also hate tables, so starting to give rolls on tables to determine injuries is pretty damn bad. but i was thinking along the lines of this kind of table...
Roll 1d10 and add the actual injury.
1 - Left Eye Injury - Disadvantage on perception checks to see. if both eyes are injured, Blinded condition.
2 - Right Eye Injury - Disadvantage on perception checks to see. if both eyes are injured, Blinded condition.
3 - Left Ear Injury - Disadventage on perception check requiring your ears. If both ears are injured, Deafened condition.
4 - Mouth Injury - Lose the ability to speak
5 - Left Arm Injury - Disadvantage on the use of that arm.
6 - Right Arm Injury - Disadvantage on the use of that arm.
7 - Left Leg Injury - Lose 5 feet of movement.
8 - Right Leg Injury - Lose 5 feet of movement.
9 - Body Injury - Disadvantage on dexterity and strength checks.
10 - Internal Bleeding Injury - Disadvantage on attacks and saving throws.
something of the sort, along with "an injury can only be heal through a long rest"
so the more injuries one gets the more time he will need to recuperate.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
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--> One Shot Adventure - House of Artwood (DM) (Completed)
FoxFireInferno
Well maybe you like people never dieing, but i preffer the more traditionnal, let the die fall where they may. if a character dies in combat or in an absolutely stupide manner, it is because fate wanted it that way. to me, if i am playing with a DM that never makes me die or never allow me to die except if its a great dramatic moment. i'd be inclined to play much more reckless in my ways because i know the DM wont let me die stupidly. thats also a bad thing. the one thing you should definitely teach your players, is to take care of their characters and not make the mistake of thinking they are indestructible.
for my part, in my games... there are monsters who are much more powerfull then you, and even if you are level 1. you may encounter that beast. and it may kill you on sight. you live in a dangerous world, you dont live in an utopia where everything is a story to be told. you are supposed to make that story, not be forced by the DM to get there.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
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--> One Shot Adventure - House of Artwood (DM) (Completed)
I use 4e Skill Challenges, my players seem to like it.
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Skill challenges are worth it, im not saying otherwise.
but let's say you want a skill challenge of perception to spot the enemy...
4 players rolls against the other 4.
the thing is... the player who rolled the highest roll, you may be counting it as a success for the purpose of that skill challenge. but that player will not accept it as such, he will expect himself to actually see an enemy. skill challenges are a way to make the DM life better, but it doesn't make any sense to a player. in a challenge where the guys must climb a mountain. it makes sense that everyone helps each others. but in a challenge where you only need to see one guy hidding in order to stop the ambush, it makes no sense to do such a thing.
unfortunately there is not much times where skill challenges are able to be used.
climbing a mountain, passing through an ice lake without failing. things like that...
but what happens when you have enemies stealthing and suddently all players want a chance at spotting that enemy ?
skill challenge doesn't work in these cases.
if those who say use passive...
i'll answer, ok... then my passive is 21 !
why would i ever roll a die and get much more chances at getting lower then my 21 ?
i mean passive is literally just taking 10 every times. i literally have less chances at finding or seeing something if i roll.
passive do not work because of that. its a bullshit rule made to add taking 10. so instead in my games, there is no passive... but i do allow my players the ability to take their times and make a 10 or 20. all that its gonna cost them, is time ! something they dont necessarily have all the time.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)