OB1
Jedi Master
I got to thinking about how most modern video games have several difficulty settings that players can choose to up the challenge for skilled players. For myself, I feel pretty good when I beat a game on normal, but have dropped down to easy/story mode when I just don't want to put the time in to master the mechanics of a particular game (because I spend most of my free time playing D&D these days ) So, I began to wonder if a few easy to implement tweaks to the 5e ruleset could provide the Hard and Legendary experiences of video games to give a new challenge to those who feel they have mastered 5e.
The below is my first draft of this. These rules would need to be applied globally to a group, and are meant to be used with WotC pre-gens as written (since a DM in a home brew can always adjust difficulty for a particular group). The purpose is to increase the need for CharOp, Party Synergy and individual and group tactics in encounters.
Interested to hear from the community if these rules would result in the desired effect and whether you would consider using them. Suggestions for changes are appreciated, just keep in mind that any additions or changes should be very easy to implement in play. I'm not looking to bog down the flow of play with these, just make every decision more consequential.
Hard Mode
Ability Scores - Players must take the following standard Array. Additionally, 18 becomes the top score for an ability via ASI.
6, 8, 10, 11, 12, 13
Monster HP - All monsters gain an additional 20% to their HP
Death Saves - In addition to the regular rules for death saves, you make a death save when you drop to 0 HP at DC 10 or the Damage Taken in the attack (whichever is higher). A Failed Death Save requires 1 hour of rest (with nothing more than light activity) followed by a successful DC 15 heal check to be removed. Lesser Restoration can also remove a failed death save. You cannot benefit from a short or long rest while you have a failed death save. You add your con mod to the number of failed death saves you can have before dying.
Legendary Mode
Ability Scores - Players must take the following standard Array. Additionally, 16 becomes the top score for an ability via ASI.
6, 8, 10, 10, 10, 11
Monster HP - All monsters are set to their maximum HP.
Death Saves - In addition to the regular rules for death saves, you makeake a death save when you drop to 0 HP at DC 10 or the Damage Taken in the attack (whichever is higher). A Failed Death Save requires 8 hours of rest (with nothing more than light activity) followed by a successful DC 15 heal check to be removed. Greater Restoration can also remove a failed death save. You cannot benefit from a short or long rest while you have a failed death save. You add your con mod to the number of failed death saves you can have before dying.
The below is my first draft of this. These rules would need to be applied globally to a group, and are meant to be used with WotC pre-gens as written (since a DM in a home brew can always adjust difficulty for a particular group). The purpose is to increase the need for CharOp, Party Synergy and individual and group tactics in encounters.
Interested to hear from the community if these rules would result in the desired effect and whether you would consider using them. Suggestions for changes are appreciated, just keep in mind that any additions or changes should be very easy to implement in play. I'm not looking to bog down the flow of play with these, just make every decision more consequential.
Hard Mode
Ability Scores - Players must take the following standard Array. Additionally, 18 becomes the top score for an ability via ASI.
6, 8, 10, 11, 12, 13
Monster HP - All monsters gain an additional 20% to their HP
Death Saves - In addition to the regular rules for death saves, you make a death save when you drop to 0 HP at DC 10 or the Damage Taken in the attack (whichever is higher). A Failed Death Save requires 1 hour of rest (with nothing more than light activity) followed by a successful DC 15 heal check to be removed. Lesser Restoration can also remove a failed death save. You cannot benefit from a short or long rest while you have a failed death save. You add your con mod to the number of failed death saves you can have before dying.
Legendary Mode
Ability Scores - Players must take the following standard Array. Additionally, 16 becomes the top score for an ability via ASI.
6, 8, 10, 10, 10, 11
Monster HP - All monsters are set to their maximum HP.
Death Saves - In addition to the regular rules for death saves, you makeake a death save when you drop to 0 HP at DC 10 or the Damage Taken in the attack (whichever is higher). A Failed Death Save requires 8 hours of rest (with nothing more than light activity) followed by a successful DC 15 heal check to be removed. Greater Restoration can also remove a failed death save. You cannot benefit from a short or long rest while you have a failed death save. You add your con mod to the number of failed death saves you can have before dying.