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General Tabletop Discussion
*Dungeons & Dragons
5e but fewer rules and lower HP totals?
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<blockquote data-quote="Meech17" data-source="post: 9342875" data-attributes="member: 7044459"><p>I like this idea. My party is only level 3, but I am fearing the eventual leap to tier 3 play. I've never experienced it in 5e on either side of the screen but in all of my years of playing 3.5e I felt like the game went downhill after level 10. I could perhaps see myself implementing a level cap and then using feats to allow continued advancement. </p><p></p><p>I've also already implemented the lower HP on monsters, usually by getting rid of the con mod like you suggest. I'm fine with monsters having a life span of 2-3 turns, and if I'm trying to ramp up the heat usually I use more enemies. I haven't tried upping damage instead though. </p><p></p><p>Are you suggesting the enemy has a count down of 20, and the fighter hits it for damage. You roll a d6 for 6 and now the enemy is at 14. Next the wizard shoots the enemy with witch bolt or something and you roll 2d6 for 12, bringing them down to 2. Ranger shoots it with his bow, you roll a d6 for 2 and now the enemy is dead? </p><p></p><p>If I'm understanding the above premise a clock would just help reduce the math by using set intervals. It can still be a countdown method too. That's how I do my clocks. For instance if I use a 6 segment clock I'd probably use a d6 to show it. Every time a condition is met to advance the clock I tick it down 1 face. In you case you would just replace your d6 die roll with advancing the clock. That way you didn't have to do the math of the above example.</p></blockquote><p></p>
[QUOTE="Meech17, post: 9342875, member: 7044459"] I like this idea. My party is only level 3, but I am fearing the eventual leap to tier 3 play. I've never experienced it in 5e on either side of the screen but in all of my years of playing 3.5e I felt like the game went downhill after level 10. I could perhaps see myself implementing a level cap and then using feats to allow continued advancement. I've also already implemented the lower HP on monsters, usually by getting rid of the con mod like you suggest. I'm fine with monsters having a life span of 2-3 turns, and if I'm trying to ramp up the heat usually I use more enemies. I haven't tried upping damage instead though. Are you suggesting the enemy has a count down of 20, and the fighter hits it for damage. You roll a d6 for 6 and now the enemy is at 14. Next the wizard shoots the enemy with witch bolt or something and you roll 2d6 for 12, bringing them down to 2. Ranger shoots it with his bow, you roll a d6 for 2 and now the enemy is dead? If I'm understanding the above premise a clock would just help reduce the math by using set intervals. It can still be a countdown method too. That's how I do my clocks. For instance if I use a 6 segment clock I'd probably use a d6 to show it. Every time a condition is met to advance the clock I tick it down 1 face. In you case you would just replace your d6 die roll with advancing the clock. That way you didn't have to do the math of the above example. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
5e but fewer rules and lower HP totals?
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