Load Bearing Rules in TTRPG


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So for my own example:
I was running an online game in 2020 called "Quarantine Quest." At around lvl 6-7, I decided to suspend further leveling, and instead offered periodic alternate rewards like feats or ability score adjustments. It was interesting.
That's similar to the old E6 (epic 6) house-rule from 3e. A lot of folk, including myself, have tried their own hands at it over the editions and especially in 5e. How'd your 5e version work out?
 

So here is my system hack/confession: I have not used stats from an official D&D Monster Manual since late 2019. I worked on a number of different variants before hitting upon my current system. I strip down stats to make things faster, using the concept of a test from 5.5 to simplify things. I also no longer derive monster stats, like HP or AC, from anything. The monster just has the numbers it should have for its level and story.

Finally, I picked up the concept of elites and solos from 4e and applied it to 5e. Such creatures get multiple turns per round, allowing them to function a lot more dynamically in encounters. Here's a flesh golem I used in my game today. My dice got hot and this guy got four turns in one round before the monk literally kicked his head off.
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So for my own example:
I was running an online game in 2020 called "Quarantine Quest." At around lvl 6-7, I decided to suspend further leveling, and instead offered periodic alternate rewards like feats or ability score adjustments. It was interesting.
It went well. The players were behind it and it allowed me to keep threats focused at that level. However, The game only lasted about another half year. Hard to say if a very long campaign could have sustained such a change.
 

This topic will make a great entry in the "What you thought a topic said" thread. Haven't even had my first sip of tea yet.

As for the OP's intended point, the most load bearing rule in most TTRPGs is the one toward the front of most main rule books that states something like "These rules are suggestions. Feel free to change as needed to best have fun in your game..."
 

That's similar to the old E6 (epic 6) house-rule from 3e. A lot of folk, including myself, have tried their own hands at it over the editions and especially in 5e. How'd your 5e version work out?
E6 is interesting. In the 3E/PF1 era, I found it less about removing load-bearing mechanics and more about stopping the load before it overreaches the limit. I found 5E never really reaches the overbearing load weight of 3E/PF1.
 

I never found 3e to fail. What I did find is it becomes a management issue as it began to resemble wargames. Can a DM manage a campaign with so many variables on both sides? Can they manage the table during combats with dozens of foes?

I cut my teeth on d&d in the 90s that still remembered wargaming, where I could have a dozen players and a hundred plus foes on six different battlemats representing the floors of a castle and its airspace. I hated wargaming because it had no drama but the skill of managing a battle between armies was transferrable.

Much like the basement dioramas that look incredibly cool but cost a fortune and almost no one ever gets to use, its become a skill set totally separate from TTRPGs. Modern VTTs could easily handle this (various turn based military games prove this out), but the designers themselves probably don't have the skills and rely on railroads and handwavium.
 

E6 is interesting. In the 3E/PF1 era, I found it less about removing load-bearing mechanics and more about stopping the load before it overreaches the limit. I found 5E never really reaches the overbearing load weight of 3E/PF1.
For me E6 is about keeping things somewhat "grounded." I've run lots of save the world campaigns, basically Marvel Avengers movies- after a few I found them exhausting and less interesting than the alternatives. Running the big world-ending stuff over and over just burned me out.
 

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