Prakriti
Hi, I'm a Mindflayer, but don't let that worry you
I'm putting together a list of rules (a "package") that best suits the classic dungeon-crawling environments of Tales from the Yawning Portal. The idea is to emulate AD&D and 3rd Edition as closely as possible within the official rules of 5E, without sacrificing too much simplicity.
This is what I've come up with so far:
I'm also considering a house-rule for resting that does away with short rests and spending hit dice. I haven't decided on the final wording yet, but I expect it will be similar to 3rd Edition's rules for natural healing:
Or 2nd Edition:
This is very similar to the Slow Natural Recovery variant found on p. 267 of the DMG. If one wants to stay within the realm of official rules, then using that variant would be the way to go.
A few other possibilities to consider are the flanking and facing rules found in the DMG. Personally, I find these too fiddly for my tastes, but they have their basis in AD&D.
This is what I've come up with so far:
- Roll for Ability Scores (4d6, drop the lowest) (PHB, p.12). People often forget that this is the default rule. For hard-mode, go with 3d6, or don't allow the scores to be re-arranged.
- Variant: More Difficult Identification (DMG, p. 136). You need to cast identify to discover a magic item's properties. Alternatively, players can start using an item and hope it isn't cursed. This is how it worked in AD&D.
- Variant: Encumbrance (PHB, p. 176). Alternatively, just use the carrying capacity default rule if you aren't already doing so. This is easily done in an online game (where the virtual tabletop does all the math for you), but it might be too fiddly for real-life tables.
- Variant: Training to Gain Levels (DMG, p. 131). I'm not so much interested in the cost or finding a suitable trainer (those requirements can be removed, as far as I'm concerned), but characters should at least have to visit a town and rest before gaining a level.
- Variant: Wands Don't Recharge (DMG, p. 141). This is how it worked in previous editions.
- Use and Keep Track of Rations. Just a reminder for those who, like me, run roleplay-heavy campaigns and often forget that rations exist.
- Use Experience Points (instead of milestone leveling). Hopefully WotC did their math correctly and there's actually enough XP to level up in the adventures (I think some of them originally used the XP-for-gold rule, which doesn't exist anymore). If there's not enough XP, then this rule needs to be reconsidered. Also, don't forget that you get XP for defeating enemies. That doesn't necessitate killing them.
I'm also considering a house-rule for resting that does away with short rests and spending hit dice. I haven't decided on the final wording yet, but I expect it will be similar to 3rd Edition's rules for natural healing:
- "With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. For example, a 5th-level fighter recovers 5 hit points with a night of rest. Any significant interruption (such as combat or the like) during your rest prevents you from healing that night" (PHB 3.5E, p. 146).
Or 2nd Edition:
- "Characters heal naturally at a rate of 1 hit point per day of rest. Rest is defined as low activity -- nothing more strenuous than riding a horse or traveling from one place to another. Fighting, running in fear, lifting a heavy boulder, or any other physical activity prevents resting, since it strains old wounds and may even reopen them."
This is very similar to the Slow Natural Recovery variant found on p. 267 of the DMG. If one wants to stay within the realm of official rules, then using that variant would be the way to go.
A few other possibilities to consider are the flanking and facing rules found in the DMG. Personally, I find these too fiddly for my tastes, but they have their basis in AD&D.
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