D&D 5E The Minimum* to Keep 5E at a Low Power Level?

DarkCrisis

Reeks of Jedi
I've suggested AD&D. The other old timer in the group (a dad of some of the teens) actually requested it. My wife is balking at it because of the lesser power and thinks it's going to be difficult to learn.

I find it no more complicated. 5th ed has a tons of feats and special abilties and sub classes etc etc etc You have to keep track of skill checks and who has advantage etc. It's not less complicted its just as complicated in a different way.

People like to dump on THAC0 but you can just use a chart? I just convert it in my head to ascending AC when I play AD&D. 3 AC is like 17 AC. THAC0 is 18 thats a +2 to hit. Easy..

Hell you want real easy? Play Basic/BECMI/Rules Cyclopedia.

Use a Retro Clone that converts it for you to ascending AC. Like Old School Essentials. There are others out there as well.

If the only thing holding people back is "different rules and ascending AC" Retro Clones fix all of that and keep things even "more" simple.
 

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My only problem is that I'm getting complaints from some players that it's too easy and not all of the players are having the opportunity to do cool things. Like if the sorcerer nova's with a reverse gravity or fireballs every round, the other characters don't feel like they're contributing (or having fun).
Doom clocks is a simple narrative tool you can use.

When you're setting up the adventure midweek, frame the adventure with a doom clock.

Or just implement a mechanical solution. Gritty realism or some other rest variant.

They either accept it, or they dont.
 

Mort

Legend
Supporter
Doom clocks is a simple narrative tool you can use.

When you're setting up the adventure midweek, frame the adventure with a doom clock.

Or just implement a mechanical solution. Gritty realism or some other rest variant.

They either accept it, or they dont.

Right.

Not allowing the players to completely dictate the pace of play will solve almost all of the expressed problems.

The rest can be solved by having the monsters adopt better tactics (not just standing around in fireball formation, and not always allowing an ambush is a goof start) and by not giving the casters items that dramatically increase their power.
 

Track down a used copy of Cubicle 7's Adventures in Middle Earth, or get the pdf of the new version from Free League, to see a really good low-magic system using 5E rules.
 

Retreater

Legend
We had a near TPK last night. I ran the encounter as written and played the two opponents tactically. I decided to start the fight with both enemies doing half damage for all spells, planning to extend HP just so the fight could go longer without the party quickly taking out the baddies.
It really turned against them. I asked them if they wanted to retreat, take a "campaign loss." They wanted to see if they could do it.
In the end we lost 3 of the 5 characters who were there. The two survivors were barely alive, with no healers living, and no practical way to escape the temple alone.
The group decided to start a new campaign rather than make replacement characters. I'll need to put down some ground rules and run the next game differently to make sure it doesn't get out of control like this one.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
The group decided to start a new campaign rather than make replacement characters.
This may not be a thing that bothers you that much, but you can remind your group that when they decide to go all-in for the sake of it and trash the campaign if it does not go as planned, YOU are the one losing your prep and having to redo all the work to start a new campaign, not them.

In this case, I hope they consider letting you houserule some stuff at least, given the amount of work you put in this.
 


I've written a few times regarding not being able to challenge my groups.
you are singing my song... I throw CR 20+ at level 10-12 players and watch them win so I feel yeah...
I want to work on a house rule document to present before the start of the next campaign to keep this type of experience from happening again.
I think this is misguided.... I think simply a friendly agreement is best. "Hey we all want X power level, and we promise if anyone goes over it we will roll back some thing" works for 1/2 to 2/3 of my groups... those that it doesn't I go MAD (Mutually Assured Destruction) with a hint of Infinite Oregano thrown in...

the first is self explanatory but the second I will go into a bit.
the theory is The PCs get 1 "free" shot at any power trick... if they do it again they will find enemies using the same or similar tactics... Except with less resource maegment issues,
I'm getting intense feedback from the gritty rest mechanics. I also suggested rolling for stats, and that was scoffed at. I don't expect the group to be amenable to other systems, such as the OSR variety.
too bad i like changing up rest/recharge things from campaign to campaign
I still want to DM for this group. They really enjoy it - but it's hard to keep pace with their power level. Even in the default game, they easily get so overpowered that I can't adapt.
 

iserith

Magic Wordsmith
We had a near TPK last night. I ran the encounter as written and played the two opponents tactically. I decided to start the fight with both enemies doing half damage for all spells, planning to extend HP just so the fight could go longer without the party quickly taking out the baddies.
It really turned against them. I asked them if they wanted to retreat, take a "campaign loss." They wanted to see if they could do it.
In the end we lost 3 of the 5 characters who were there. The two survivors were barely alive, with no healers living, and no practical way to escape the temple alone.
The group decided to start a new campaign rather than make replacement characters. I'll need to put down some ground rules and run the next game differently to make sure it doesn't get out of control like this one.
That oughta learn 'em.

What was the encounter?
 

We had a near TPK last night. I ran the encounter as written and played the two opponents tactically. I decided to start the fight with both enemies doing half damage for all spells, planning to extend HP just so the fight could go longer without the party quickly taking out the baddies.
It really turned against them. I asked them if they wanted to retreat, take a "campaign loss." They wanted to see if they could do it.
In the end we lost 3 of the 5 characters who were there. The two survivors were barely alive, with no healers living, and no practical way to escape the temple alone.
The group decided to start a new campaign rather than make replacement characters. I'll need to put down some ground rules and run the next game differently to make sure it doesn't get out of control like this one.

More detail! :)

What were the enemies?
Did you stop the Sorcerer PC from twinning Fireball?
Was the wand of Reverse Gravity used in the combat?
Did the PCs die from failed death saves? Were they hit when they were down?
 

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