D&D 5E Hard Mode Campaigning

Hi folks,

I'm interested in running a second 5E campaign, maybe bi-monthly, but with a humorous feeling and a twist: I'll be houseruling some options from older editions for a special "hard mode" feel. In the best interest (or suffering :]) of my players, I'd like to know what do you all think are good rules to adapt to 5E with this specific objective in mind. For starts, here are things I'll certainly be using:

- Abilities are 3d6 in order.
- You roll for HP in the 1st level.
- No hit dice. Healing under the 2E rules.

So, do you think there are any other things worth trying?
 

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Just be careful. With rules like that (which are fine) the game will devolve into 15 minute days. They will rest until fully healed then head back to the dungeon for a room or two, blow everything to survive and then rest again for a week.

Sounds fun...
 


It could be. I've known many people who prefer that style.

They must really like Dark Souls.


In all seriousness, play however you/the group finds fun. I prefer Eberron high-fantasy action. Some prefer nitty, gritty Greyhawk, others hack and slash Faerun. The system can handle it all.
 

Die at zero hit points. Or maybe some low negative number, like -(level+Con mod). Death rules varied considerably by edition but were usually quite harsh and sudden in the good old days.
 

Have them run 2 PCs each. That will give the party some staying power without resorting to the 15 minute work day. It will also make it easier to laugh off the death of a PC. Throw in some hirelings as well for a real old-school feel.
 

Item saving throws. Also adjust wands so they don't recharge (or roll to destroy every time they're used), rust monsters/oozes/puddings/slimes so they affect magic items, etc. I think it's good for the game for there to be some unexpected turnover in the players' magic items. You as the DM don't need to worry as much about introducing an item that is too powerful if it's likely to be lost or destroyed at some point.

Adjust any monster that should be scary but in practice is merely inconveniencing. E.g. the HP loss from energy drain should last until the PC next levels up, petrification should be permanent rather than lasting 24 hrs, etc.
 

Dropping to 0 hp results in a wound. Broken arms, lost eyes, severed hands or feet. But let people get mediocre magical prostheses. Hooks, stumps, maybe articulated but clunky hands.
 

If I were to run a full-blown grimdark D&D campaign -though I'll probably never will- I'd use the following house rule: on a hit, you lose hit points and gain a level of exhaustion.

Just bear in mind: most characters won't last long, and players will try to avoid combat at all cost.
 

Lots of awesome ideas here, thanks everybody! The thought is to create enough changes that we may capture the feeling of playing the deadlier games of old, without changing the system properly.
 

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