I like D&D. However I also like a splash of realism. On a scale from 1-10, where 1 is a very gritty fantasy system and 10 is a highly heroic fantasy system, I see D&D as a 9 and something like Warhammer Fantasy as a 3. In my own D&D setting I aim for an atmosphere of 7, and so I have to tweak the rules a little bit.
What homebrew rules do you use to support your setting/atmosphere? I've listed 3 of mine below.
Gold coins that matter All gold costs found in the sourcebooks are divided by 4, silver costs are divided by 3, and copper costs are divided by 2. A Shovel (2gp) now costs 5sp, Rations (5sp) cost 1.5sp*, and a Mug of Ale (4cp) now costs 2cp.
Motivation: I want gold to feel more special in the cityscape, and I want the PCs to be able to afford things while doing so without showering them in gold.
Death Saves Matter You recover 1 death save per Long Rest.
Motivation: I want near-death experiences to be have consequences and be remembered, without mutilating or otherwise severely punishing the PCs.
Lasting consequences to reaching 0 HP When a character wakes up from unconsciousness as a result of reaching 0 HP, the player rolls a CON saving throw:
On a result of 16 and above, nothing happens.
On a result between 11-15 the character gains a level of exhaustion.
On a result between 6-10 the character contracts a disease (Long-term impact) and gains a level of exhaustion.
On a result between 0-5 the character suffers a short-term trauma (Impacts Combat), contracts a disease, and gains a level of exhaustion.
Motivation: Same as above.
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I like D&D. However I also like a splash of realism. On a scale from 1-10, where 1 is a very gritty fantasy system and 10 is a highly heroic fantasy system, I see D&D as a 9 and something like Warhammer Fantasy as a 3. In my own D&D setting I aim for an atmosphere of 7, and so I have to tweak the rules a little bit.
What homebrew rules do you use to support your setting/atmosphere? I've listed 3 of mine below.
Gold coins that matter
All gold costs found in the sourcebooks are divided by 4, silver costs are divided by 3, and copper costs are divided by 2. A Shovel (2gp) now costs 5sp, Rations (5sp) cost 1.5sp*, and a Mug of Ale (4cp) now costs 2cp.
Motivation: I want gold to feel more special in the cityscape, and I want the PCs to be able to afford things while doing so without showering them in gold.
Death Saves Matter
You recover 1 death save per Long Rest.
Motivation: I want near-death experiences to be have consequences and be remembered, without mutilating or otherwise severely punishing the PCs.
Lasting consequences to reaching 0 HP
When a character wakes up from unconsciousness as a result of reaching 0 HP, the player rolls a CON saving throw:
Motivation: Same as above.