You may be right, and that could be that is why these rules seem to be working for us.
Our current storyline in the campaign is under a constant time pressure...because of x event which is to happen (90 days +3d10), with many options available on the table to pursue to assist the characters...
Yes.
Personally I had a love-hate with 4e powers. I loved the key words and flexibility of it all, I loved the narrative description provided, I loved their simplicity, but I struggled not seeing them as playing cards.
Yes, nice - really like this.
I always felt cantrips should go this...
Hey thanks for this write up. I've been meaning to get DS as I like Matt Colville from the two or so dozen videos I have seen of his but haven't gotten around to acquiring a copy of DS yet.
I'm always pleasantly surprised by the innovativeness that exists in the RPG design space. So many great...
Please note I'm not here to get caught up in semantics and super sharp definitions, that is not my game here.
But generally speaking it represents predominantly players who do not enjoy player facing mechanics that do not have necessarily a strong tie to in-game fiction (Inspiration mechanic)...
Two Things.
1. The problem with 5e can be easily solved by
(a) Introducing a Travel Rest and converting the Long Rest to a 24-or-48 hour safe and comfortable rest period; and
(b) Toughening up opponents (5 min work days is too short and 7-8 encounters is ridiculous the ideal is somewhere in...
I just played the harder difficulty. By Tyche, my dungeon robbers have had rotten luck.
All I have done is built up a rather impressive large graveyard. :ROFLMAO:
You may have already seen this, you probably have, since I'm always late to things, but there is a pretty neat free 5e product called Grit and Glory with some awesome ideas within. Just in case you haven't seen it.
LOL we changed that absurdity.
Travel Rests (8 hour on the road) - recovers HD only
Long Rest (24 hours in a safe environment, no watches) - recovers stamina.
@Stalker0 the escalating damage is a nice touch.
I usually have monsters (the larger types) do more than just damage
i.e. shove, push, grab fly and drop, create difficult terrain especially on misses, create damage yielding terrain (ongoing fire/cold damage from a breath weapon)...etc
I have...
I have no disagreement with that...I just wanted to separate the encounters whereby the party bumps into a friendly treant or discovers a grove of burned trees (2014 DMG page 87)
Spells do not recharge (video game concept)
The character finds the necessary stamina to cast these spells once more.
And that's why it's weird to have HD and an exhaustion mechanic and fail to integrate the two for the casting of spells or any other activity that requires exertion.