fuindordm
Adventurer
So I've been giving some thought to what aspects of AD&D I really liked, and which are really distinct it that edition. Most of the things I've thought of are already close enough to 5th edition that I don't think any tweaking is necessary! But here are a couple of my ideas, please feel free to add your own:
1. XP for treasure, more than XP for monsters.
This one is easy. The 1e DMG was pretty explicit on the subject, as I recall: you reward the PCs for getting what the PCs really want, which is fame and fortune. If they can sneak into a lair and recover most of the loot without getting hurt, so much the better. This is how people would really behave in the sort of fantasy world we're imagining--combat is fun, but people don't go looking for it when there is a risk of injury and death!
Suggestion: Grant XP for treasure at a 1xp=1gp rate. Introduce training costs as a way of soaking up the treasure. Grant XP for monsters at 10%, so combat still contributes.
2. Natural healing is slow, magic healing is weak.
By the book, PCs in AD&D heal very slowly and rely on Cure Light Wounds for a very long time to keep themselves in fighting trim. (In practice, of course, a party would often finds scrolls and potions to extend their time in the dungeon.) This has two important consequences for the style of the campaign: players plan fights to avoid getting hurt (ambush or avoidance are common tactics), and the party often needs to rest several days between forays.
In 5th edition, 2 long rests is always enough to get you to full strength. In fact, the roles of HP and HD owe a lot to 4th edition's HP and healing surges. In 4th edition, healing surges were the true measure of player stamina, not HP.
So I'm thinking that HD can represent long-term fatigue and even wounds. I'm OK with HP fluctuating wildly during and between combats, to represent the PC's short-term capacity to avoid damage in a fight. But when the party runs out of HD, they are getting pretty tired and have probably been seriously hurt by dropping to 0 HP a time or two.
Suggestion:
To create an incentive for ambush/avoidance over straight combat, introduce a COST to reaching 0 HP.
Furthermore, we can play with the healing spells a little:
Finally, to encourage more down time between forays, we can tweak the effects of a long-term rest:
1. XP for treasure, more than XP for monsters.
This one is easy. The 1e DMG was pretty explicit on the subject, as I recall: you reward the PCs for getting what the PCs really want, which is fame and fortune. If they can sneak into a lair and recover most of the loot without getting hurt, so much the better. This is how people would really behave in the sort of fantasy world we're imagining--combat is fun, but people don't go looking for it when there is a risk of injury and death!
Suggestion: Grant XP for treasure at a 1xp=1gp rate. Introduce training costs as a way of soaking up the treasure. Grant XP for monsters at 10%, so combat still contributes.
2. Natural healing is slow, magic healing is weak.
By the book, PCs in AD&D heal very slowly and rely on Cure Light Wounds for a very long time to keep themselves in fighting trim. (In practice, of course, a party would often finds scrolls and potions to extend their time in the dungeon.) This has two important consequences for the style of the campaign: players plan fights to avoid getting hurt (ambush or avoidance are common tactics), and the party often needs to rest several days between forays.
In 5th edition, 2 long rests is always enough to get you to full strength. In fact, the roles of HP and HD owe a lot to 4th edition's HP and healing surges. In 4th edition, healing surges were the true measure of player stamina, not HP.
So I'm thinking that HD can represent long-term fatigue and even wounds. I'm OK with HP fluctuating wildly during and between combats, to represent the PC's short-term capacity to avoid damage in a fight. But when the party runs out of HD, they are getting pretty tired and have probably been seriously hurt by dropping to 0 HP a time or two.
Suggestion:
To create an incentive for ambush/avoidance over straight combat, introduce a COST to reaching 0 HP.
- If you drop to 0 HP, you lose 1 HD from your pool. This represents the loss of stamina from the wound you just took.
- If you are hit by an attack while at zero HP, lose another HD from your pool.
- (optional) If you receive a critical hit, lose 1 HD from your pool.
- (optional) If necrotic damage takes you to zero HP or inflicts a critical hit, your next CON save is disadvantaged.
- (optional) If psychic damage takes you to 0 HP or is a critical hit, your next WIS save is disadvantages.
Furthermore, we can play with the healing spells a little:
- A cure spell (not healing word) cast with a 3rd or 4th level slot restores 1 HD to your pool.
- A cure spell cast with a 5th or 6th level spell slot restores 2 HD to your pool.
- A cure spell cast with a 7th level or higher slot adds 3 HP to your pool.
- The Heal spell adds 4 HD to your pool.
Finally, to encourage more down time between forays, we can tweak the effects of a long-term rest:
- A long rest restores 1 HD to your pool.
- A 24 hour rest restores 2 HD to your pool.
- A successful DC 15 Healing check during a 24 hr rest restores an extra HD to your pool.
Last edited: