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    D&D 5E Highly Lethal/ Critical Combat

    Perhaps but given that Crits progress combat faster by depleting HP quicker I don't see it being the same level of problematic as a bennie type resource. "Any roll that equals your AC +5 or more is a Crit". It acts as more of a Soft Crit Range that fittingly depends on a character's level of...
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    D&D 5E Highly Lethal/ Critical Combat

    I hear what you say about Spell Saves, so we'll leave them aside. This will of course buff Martial classes and Monsters. Personally I would play a Gelatinous Cube with a rule like "Can't be Crit" due to its amorphous nature. That said as a general rule squishies are gonna squish and Monster Stat...
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    D&D 5E Highly Lethal/ Critical Combat

    Recently came across this Reddit post... And I appreciated the idea of beating a targets defences to a sufficient degree resulting in severe consequences... that being actual physical trauma as opposed to their stamina being worn down. However I'd like to spitball the idea of instead of...
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    D&D 5E Level Capping? No. Level Squashing? Maybe.

    You have convinced me that collapsing 20 levels into 10 would bring too much imbalance. Playing the game as intended at the pace intended is more than likely best. That said in all honesty I much prefer the feel of low level gameplay and would much rather drag that feeling of mortality. I just...
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    D&D 5E Level Capping? No. Level Squashing? Maybe.

    Why have 20 slices when 10 will do? Majority of people online rarely play much past 10th level as far as I've read online at least. Which inevitably means a good 50% of their character's class features/potential go to waste. So why not make each level heavier and more noticeable. All the while...
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    D&D (2024) 5E x Savage Worlds; AC, Toughness and Wounds

    A good question, but its not like I hate the system of D&D theres much of it to enjoy. I just wanted to try to remedy the over reliance on HP as a metric for progression, so my thought was a static Wound total as in SW, alongside a system to dictate wound severity like Tougness. So I didn't want...
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    D&D (2024) 5E x Savage Worlds; AC, Toughness and Wounds

    I understand what you mean though, the feeling of grit and lethality could be achieved through HARDCORE D&D or any other OSR like or adjacent rule sets with a lesser degree of changing the numbers
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    D&D (2024) 5E x Savage Worlds; AC, Toughness and Wounds

    Exploding dice would be the go to... and as for healing, it'll be a case of 1 or more Wounds being treated or Medical Supplies over a longer period of time. Most damaging spells and sources will likely need to be reduced within a range of 1-4 die depending on the spell's strength. As working...
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    D&D (2024) 5E x Savage Worlds; AC, Toughness and Wounds

    Starting them with a few Inspiration per session should give them some token solace, but I intend for it to be a brutal and gritty experience where combat really does mean putting yourself on the line. General run of the mill monsters and chaff will follow the 1 wound rule, but they'll still hit...
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    D&D (2024) 5E x Savage Worlds; AC, Toughness and Wounds

    I found myself really appreciating both systems but wondered if there could be a reasonable combining of the two... AC remains an exceptionally graceful catch all for determining a Successful Hit, and Bounded Accuracy ensures (more or less) a level of combat effectiveness. However what I find...
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    DnD 5e x Savage Worlds; AC, Toughness and Wounds

    I found myself really appreciating both systems but wondered if there could be a reasonable combining of the two... AC remains an exceptionally graceful catch all for determining a Successful Hit, and Bounded Accuracy ensures (more or less) a level of combat effectiveness. However what I find...
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    D&D 5E Attacks always "Hit"

    I like that, Fatigue gives a sense of effort being afforded to avoid danger without a need to be too abstract about it. Active defence checks would definitely be an ideal method of placing the ball in the Player's court.
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    D&D 5E Attacks always "Hit"

    Thanks I'll take a read of that thread soon. Well if I were to say how I'd make it work. A miss in this instance would instead be a poor hit dealing minimal damage to a target's HP. I'd also take on the idea of Armour as Damage Reduction, because without the To Hit Roll and AC in general, its...
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    D&D 5E Attacks always "Hit"

    I believe in equal treatment by the system for monsters, NPCs and PCs
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    D&D 5E Attacks always "Hit"

    Everyone contributes to the resolution of combat. Degrees of Success as opposed to Success and Failure. Thats the benefit.
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    D&D 5E Attacks always "Hit"

    The system I was going for more or less had the players contributing to the fight and not feeling like dead weight because their character keeps missing. It would be about degrees of success rather than you succeeded or failed. Everyone still contributes. After all missing your target's AC and...
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    D&D 5E Attacks always "Hit"

    I was thinking of keeping Adavantage and Disadvantage of being mechanically the same but making it binary will streamline things. Bless being a 1d4 damage increase would still be very effective, 1d8 would make it equivalent to a Smite.
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    D&D 5E Attacks always "Hit"

    Removing the roll to Hit is something thats been covered before but what would you add to make it interesting on a per character basis, Ability Checks? Like a Dex save to reduce damage dealt to HP? And how would you handle Conditions that normally would grant adavntage/disadvantage?
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    D&D 5E 1 Damage Die

    Any opponent might be an exaggeration on my part there would be a clear difference in lethality between a Kobold slinging stones and a Marilith hacking into the party like a whirling dervish. Nontheless you understand my point of view.
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    D&D 5E 1 Damage Die

    Essentially. I like the idea of permanent peril no matter the opponent. It makes the world more interesting and the struggles more compelling. Heroic by action not by nature, is a sentiment that I'd like to run a game with. Which does mean making the game more lethal and swingy, but it swings...
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