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  1. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    A design goal of this "mini-game for travel between adventures" was to avoid wasting/spending time playing out encounters in full. Of course, if the GM thinks it would be more fun/appropriate to throw in a regular encounter instead of just rolling for damage, go for it! And yes, in the special...
  2. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    All excellent suggestions! I've updated the blog post incorporating some of these suggestions as well as other details discussed earlier in the thread. I can't make up my mind regarding the use of exhaustion instead of damage... on one hand, it makes it more level agnostic and it makes sense...
  3. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    I like group checks and how everybody can contribute, but for this mini-game I feel it would perhaps complicate things too much, and/or perhaps it would become repetitive with the same actions proposed every day. I think we actually agree. It's not that you make the (same) lock more difficult...
  4. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    It's not a design goal that the sea voyage should have the same difficulty / danger regardless of level. In other words, given the same environment, it's okay if the voyage is easier when you are higher level. (In 5E, a lock doesn't get a higher DC to pick just because you are higher level.)...
  5. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    Thanks for the detailed feedback! This is exactly why I wanted to pick your collective brains :) The DC is 15, not 20... not sure if it was a typo on your part, or if that would change the calculation? So the long rest on a 20 is probably too generous then. Perhaps it can be fixed by making...
  6. xoth.publishing

    D&D General Changing your Rest paradigm is the single biggest, yet smallest, change you can make

    I use the following house rules: The first short rest takes 5 minutes, the second short rest takes 30 minutes, and each short rest thereafter takes 1 hour. Long rests only in safe havens (village, castle, special "safe rooms" in dungeons, etc). A long rest restores all Hit Dice (not just half...
  7. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    I like that suggestion! What do you mean by "one thing at a time", what kind of "thing" ?
  8. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    Thanks for the detailed explanation. I agree that your suggestion creates a more streamlined system. However, my design goals also include a) make this mini-game engaging and activating for players, and b) since players like to roll dice, then let them roll! Instead of me as the GM rolling for...
  9. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    You seem to refer to the rule on page 78 of Xanathar's Guide to Everything, "Going without a long rest". Note that this actually refers to going without sleep for extended periods. I wouldn't impose exhaustion on a character that sleeps normally every day (as you would when aboard a ship), even...
  10. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    Adding levels to checks is generally not done in 5E, and it breaks Bounded Accuracy. Also, any chance to actually use skills is good. Only long rests when it is safe is part of this rule. Week-long long rests could be used if you opt for more "realism". This is too complicated for what I'm...
  11. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    I did consider to use a bell curve (3d6) for the results table, but in the end decided it would be more fun with more randomness. Note the table has 10 bad outcomes, 5 neutral (nothing happens), and 5 good outcomes. The skill checks will drag the outcome slightly in one direction or the other...
  12. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    Basically each type of ship would have a minimum crew requirement, and if you go below that number, you are in trouble because you will not be able to use the ship anymore (possibly adrift on the high seas, depending on where it happens). Also, crew numbers could be significant if you want to...
  13. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    Long rests are the problem with "normal" travel rules, where one would just roll for (usually just one) random encounter per day, the PCs will blow all their powers because they know they will be able to long rest and recover everything. By restricting long rests to safe havens (literally in the...
  14. xoth.publishing

    D&D 5E (2014) Simple rules for sea travel (feedback wanted)

    Hi all, I wrote up some simple rules for sea travel for 5E. The purpose of these rules is to create a little mini-game when going from A to B, somewhere between just stating “you travel for X days and arrive at your destination” and having to play out every random encounter in detail. The...
  15. xoth.publishing

    D&D 5E (2014) Free 60+ page Guide to Sword & Sorcery for 5E D&D

    Good luck with your campaign, looks fun! Excellent black and white artwork (y)
  16. xoth.publishing

    D&D 5E (2014) 5E skills and how to use them

    Count me among the "fixed DC" people as well. A standard lock should be DC 15 to pick whether the character attempting it is level 1 or level 20, or whether he has +1 or +10 to the check. You become more skilled, things get easier. I guess the same kind of "relative difficulty" would have such...
  17. xoth.publishing

    D&D 5E (2014) 5E skills and how to use them

    Where applicable, I've left the original text from the 5E PHB and put in specific DCs for the examples given. Yes, I have deviated from the RAW here. The official rules have this as "When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on...
  18. xoth.publishing

    D&D 5E (2014) 5E skills and how to use them

    I also doubt they will develop the skill system much (and I'm fine with that, I don't want it to become another PF again...!). But they could improve what they already have by better editing and organization of the new PHB and DMG, gathering everything in one place instead of scattering various...
  19. xoth.publishing

    D&D 5E (2014) 5E skills and how to use them

    Skills in D&D 5E are very loosely defined. This is a feature, not a bug. It keeps the rules simple and allows for fast play. No skill system, no matter how detailed, can cover all eventualities, so the 5E system doesn’t even try, instead letting the GM make rulings when necessary. Some players...
  20. xoth.publishing

    D&D 5E (2014) What kind of adventure would you like to run/play? (quick poll)

    The first review of Throne of Gondira is in! Go read it yourself in full at the Age of Dusk blog (but be aware the full review has several spoilers, including maps). Here are the choice bits: About the dungeon design: In conclusion: Unsurprisingly, I'm very happy that the reviewer liked...
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