Yeah, an adjustment on how Rests work is also possible - and I also have Ideas on those, but then it slowly becomes more of a new edition than just a little homebrew :D.
Yeah, if we remove short rests complelty like you are doing, Hit Dice become obsolete - so they could be a stand-in for the...
I was looking for a
I was looking to create a mechanic that incentives the players and not feels like punishment (what it mostly feels, when you take away or change a rule that benefits a party).
Rethinking Pacing in D&D: From Anti-Climactic to Crescendo
Lately we have had two great threads here about pacing problems in the current edition of D&D:
The adventuring day problem: Mike Mearls explains why your boss monsters die too easily
The encounter pacing problem: Gaining spell slots...
Spirit Guardians is useless if the goblins don't go into melee.
Like come on. Goblins are ambush fighters. They use elevated positions, the use position where they easily can hide. Their.home terrain/lair would reflect that. So the entrance area would be a big cave with elevated platforms that...
AI is wrong and the math is off.
If we follow the 2024 rules, a high difficulty (the new deadly) encounter for 4 level 5 PCs is worth 4400xp. Divided by 50xp for a goblin warriors, thats 88 Goblin Warriors.
A 5th level party should be able to handle at least 2 high and a low encounter. Thats...
I was toying with the Idea of switching to seconds. A round for a character is 6 seconds. Actions as normal are 4 seconds, bonus actions would be turned into 2 seconds.
Then for martials, instead of extra attack, an attack action drops from 4 to 3 seconds, then to two seconds (and maybe 1? at...
I'm playing with the Idea, for within one encounter, to make it like this: Some high impact spells have casting time of 1,5 rounds - what does that mean? If you want to cast that spell in your next, you have to declare that you start casting this spell now - you don't have a reaction and if you...
Hrm - my current game runs on XP, while Level 1 took 1 session (a session being 4 to 6 hours), going from level 2 to level 3 took 4 whole sessions. If you are not doing a dungeon crawl or a similar encounter dense adventure type, it can take some time to level up (and I also give out XP for...
Yes, I also checked my calculations from the 'Wizard vs Fighter - The Math' thread, which still uses 2014 characters. According to my calculations, the 2024 Earth Elemental is an extreme (1.5x deadly) challenge for a 2014 Level 4 party of four characters (if no vulnerabilities are exploited) -...
Hrm, yes and no.
The loss of the multiplier increases a fight against 2 monsters by 50% and against 3 to 6 monsters by 100%, against 7 to 10 monsters by 250%.
But at the same time, a 200xp cr 1 creature is (according to 5.5e) equal to 4 cr 1/4 (50xp) creatures. So the ressource draining should...
But if it expects at totally rested party in 5.5e, it already expected one in 5e, because the tables only have minor adjustment.
Argh, you are right, I slipped in the line while reading the tables.
That would mean on average a game of D&D would end in a TPK after 3 fights (2/3 win ratio with full refresh)
Yes, the adventuring day model is actually preventing a TPK, because it stretches out the fail state over several encounters and allows the party to react to it over several encounters.
But is it, though?
If we lock at the XP per encounter - first, they cut easy encounters, which is okaish, because easy encounters are trivial.
So, let's look at the deadly encounters:
From level 1 to 8 the xp budget is the same.
From 9 to 11 it is higher on 5.5e, at levels 12 and 13 it is lower...