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.
 

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