D&D 5E The Tales from the Yawning Portal Classic-Dungeon-Crawl Variant Rules Package


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Prakriti

Hi, I'm a Mindflayer, but don't let that worry you
Even the levelling rate at levels 1-3. Take Sunless Citadel: Unless the volume of actual adventure has changed, what previously brought you to level 2 or 3, should now whizz you right past well into level four.
I was worried about this, so I added up all the XP in a "typical" run-through, and there's actually a shortage. Assuming the party makes nice with Meepo and the kobolds, they won't get enough XP to reach level 3 by the end of the adventure. I'm inventing a few story bonuses to make up for it (befriend Meepo, return Calcryx, find Karakas -- about 125 XP each).
 

Onslaught

Explorer
I was worried about this, so I added up all the XP in a "typical" run-through, and there's actually a shortage. Assuming the party makes nice with Meepo and the kobolds, they won't get enough XP to reach level 3 by the end of the adventure. I'm inventing a few story bonuses to make up for it (befriend Meepo, return Calcryx, find Karakas -- about 125 XP each).

125 XP each... for the whole party or per player?
 

A les fiddly and therefore more 5e way would be to simply say +2 Dex.

This would also prevent cheese where everybody choose small characters, since you've effectively lifted the cap to 22 Dex for them.



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No I haven't. +2 to dexterity would also enable them to be better with finesse weapons, ranged attacks, stealth et cetera.

There is a reason why I gave them a +1 to armour class and to dexterity saves. Giving +2 to dexterity is more than what I want to give.
 

CapnZapp

Legend
+2 to dexterity would also enable them to be better with finesse weapons, ranged attacks, stealth et cetera.

There is a reason why I gave them a +1 to armour class and to dexterity saves. Giving +2 to dexterity is more than what I want to give.
Sure - you are giving out only two out of several benefits normally associated with a Dex buff. But that is what I mean by "fiddly".

No I haven't.
Yes you have*. Not that there's anything wrong with that.

[SBLOCK]*) Since there could be a misunderstanding, allow me to elaborate:

When you finally reach Dex 20, your Halflings sport 1 point more of AC and Dex save than mine. This I consider equivalent to increasing the cap on Dex to 22 (for purposes of AC and Dex of course).

The alternative +2 Dex would simply hit the ceiling sooner. One that happens, the bonus is transformed from a bonus to [AC, Dex saves, finesse weapons, ranged attacks, stealth et cetera] to some secondary ability (or feats if those are available).

Cheers :)[/SBLOCK]
 

Yes you have

No I really havent.

+1 to armor class and dexterity saves is not the same thing as +2 to dexterity.

Intentionally. In some ways it's better - it plays nicer with medium and heavy armour for example.

Incidentally what did you think the other rules I posted? I know you've been quite a vocal critic of 5E being on easy mode; the rules I posted places it on a harder difficulty. They also deal with every single one of the complaints you have with 5E.

For a bit of an OSR hack I am also going to bring back constitution's role as resurrection survival percentage chance (Using the same percentage chance from AD&D). Successfully being raised from the dead by anything other than true resurrection in incurs a minus one to Con.
 

[MENTION=6788736]Flamestrike[/MENTION]

Paladin auras not stacking is now an official rule. A rule similar to the stackibg magic rule was retroactively added to the DMG in the second errata.

I do like some of your rules. I thought about adding some of them myself, but until now it worked well without them.

There is a reason behind all of them. Many are tweaks that I've had to implement because of the gritty realism rest variant.

Rogues cop a slight nerf with sneak attack only been allowed once per turn on their turn. Pretty much all of a rogues abilities are at will, so the longer adventuring in day doesn't hurt them at all and in fact helps them.

Barbarians get heavily nerfed having to stretch 2 to 4 rages over much of their career over an entire ten-day period (the campaign will be based in Faerun so a week/ long rest is 10 days long). I gave them a fighting style to compensate.

Champions got a slight buff to account for me taking some of the oomph of great weapon mastery and SharpShooter. Firstly remarkable athlete lets them at half their proficiency bonus to all strength, dexterity and constitution checks. If a skill applys in the champion is proficient in it, then they can also apply that. This gives them an edge with athletics checks, initiative and also making a death saving throws. Nerfing down the great weapon mastery and SharpShooter feats, left room for a weapon specialisation feet which has a special ability that triggers on a critical (Which plays really nice with the champions improved critical ability).

Full casters get hit the hardest. Not only is their hit dice reduced by one dice step, but it also takes 10 days of rest for them to get their spells back. In addition it is now possible to miscast a spell when you have the grappled, restrained and poisoned conditions or three or more levels of exhaustion.

In exchange, all spellcasters now have the option of burning a level of exhaustion instead of a spell slot when they cast a spell of fifth level or lower. With levels of exhaustion returning overnight, this means that every spellcaster will have at least one spell per day they can safely cast sven if all of slots are burnt.

I've included healing surges as a counter to the much slower healing rate (I implemented it for pacing concerns mainly). It should result in dungeons being less scary then they normally would be under the gritty rest variant. Basically you get the benefits of up to spending up to half your hit dice is an action once per day. This also eases the burden on the spell casters who no longer have to burn through as many spell slots to heal.

The hit bonus of the archery fighting style was removed. In its place it now lets a character with a ranged weapon fire a shot at a reaction at any creature he can see that moves or takes any actions on turn one. In effect it provides for the ability to fire an opening volley at the start of combat before creatures close to melee range.

Pretty much all of the other changes were simply implemented to dial up the difficulty a notch or two, and to hack in a more OSR feel to the game.
 

Prakriti

Hi, I'm a Mindflayer, but don't let that worry you
125 XP each... for the whole party or per player?
125 XP split between the party (so about 25 XP each).

We just had our first session, and my suspicions are holding true. The party cleared half the Fortress Level and ended up with 125 XP apiece. At this rate, they might reach the Grove Level before they even hit level 2. We'll see.
 



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