JamesonCourage
Adventurer
Side effect: more survivable PCs. I think this will appeal to the majority, but definitely not to all. I think adjusting HP levels is a better "dial" than adjusting AC, since it makes things less swingy. Having people be more survivable than 1e, and less survivable than 4e, may not be a bad starting point, though. Maybe where 4e was at, minus the plethora of healing surges?True, but the HP issue is a fairly simple fix. Just make the PC's more durable/harder to hit.
I quite like this approach. I've talked about my RPG's HP split (HP = wounds, THP = dodging, skill, stamina, luck, etc.), and it's made it so that you can lose some hit points (THP), but not contribute to the 15 MWD (THP recovers in a matter of rounds to a few minutes, depending on Con score and THP total).AD&D didn't have the HP issue as often simply because it was quite possible to have an entire encounter where PC's didn't lose any HP.
But, even not counting that, it's very possible to go through a combat and never get hit, even at higher hit die. It's a little more swingy, since it's more reliant upon the dice, but, as I said, I like that dynamic.
Maybe HP = Con score + Racial bonus + Class bonus, but you don't start out with all the healing surges? I mean, that amount of HP sounds too high for my tastes, but it should be easy to adjust (you just get Racial + Class), and I know that a lot of people like pretty survivable characters.And, with the HP recovery mechanics in 4e, lots of people didn't like the result. So, perhaps 5e, with its much flatter math, could look back at how AD&D does it. Monsters can miss regularly again.
Again, though, I'm down with a high miss chance on monsters, as long as people accept a swingy combat engine when the dice turn against you.
Another good point, and one I hadn't thought of. Just set the "number of rounds in a 15 MWD" math to a longer schedule. If this is based on HP, this should be easy enough to account for, even with a dial.An EL par 3e encounter was supposed to burn 20 (ish) per cent of the party resources. If you drop that to, say, 10 per cent, then you don't have the cleric having such a huge impact on pacing.
For example, if the base assumption is 20 rounds per day, or 5 combats of 4 rounds, just advise that if you want longer days, maybe you should double HP (Fighters roll 2d10 or take 11). For those that want less, just cut HP. That's a easy dial to move, as long as Con bonus doesn't add at each level. As always, play what you like
