Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Anth" data-source="post: 6464004" data-attributes="member: 9636"><p>You know?</p><p>Then let me propose some house rules to your 5E-game:</p><p></p><p>[hr][/hr]</p><p></p><p>1. Everyone start at level 1. Even when they die, they start over at level 1 with zero xp.</p><p></p><p>2. Change the xp-level goals for the first levels, instead of:</p><p>Level 1: 0 xp</p><p>Level 2: 300 xp</p><p>Level 3: 900 xp</p><p>Level 4: 2700 xp</p><p>Level 5: 6500 xp</p><p>Level 6: 14000 xp</p><p></p><p>Change to:</p><p>Level 1: 0 xp</p><p>Level 2: 750 xp</p><p>Level 3: 1500 xp</p><p>Level 4: 3000 xp</p><p>Level 5: 7000 xp</p><p>Level 6: 14000 xp</p><p></p><p>3. Lower the HD for everyone:</p><p>Fighters get d8 hp</p><p>clerics and Rogues get d6 hp</p><p>Wizards get d4 hp</p><p></p><p>4. Skip the rule of max hp at level 1, You roll hp for every level, and if you roll 1 at level 1 you start with 1 hp.</p><p></p><p>5. Get rid of the death saves. When you're at zero hp you're dead.</p><p></p><p>6. Roll abilities with 3d6, in order, No changes alowed.</p><p></p><p>[hr][/hr]</p><p></p><p>Most of todays players wouldn't like these house rules.</p><p>Why?</p><p>Because most of todays players would die, die, die if they used them. And they would never level up.</p><p></p><p>But these was the standard rules 40 years ago.</p><p>And people actually played with these rules.</p><p>I did.</p><p>And people actually leveled up without dying.</p><p>How come?</p><p>Because people tried to avoid fights as much as possible.</p><p>This doesn't mean that we didn't fight. There was lots of fights. But we tried to choose our fights: pick the easy ones, and run away from the tough ones, That was how we survived.</p><p>This doesn't mean that the fights was boring, but that the fun part was that you risked your characters life all the time, not in fancy combat maneuvers as it is today.</p><p></p><p></p><p>My guess is that combat took about 20 % of the time, and yes I also played classical modules like "Against the Giants". But if you ask me what I remember from that time I would answer the combat. So it felt like there was combat 80 % of the time, but it was combat only 20 % of the time.</p></blockquote><p></p>
[QUOTE="Anth, post: 6464004, member: 9636"] You know? Then let me propose some house rules to your 5E-game: [hr][/hr] 1. Everyone start at level 1. Even when they die, they start over at level 1 with zero xp. 2. Change the xp-level goals for the first levels, instead of: Level 1: 0 xp Level 2: 300 xp Level 3: 900 xp Level 4: 2700 xp Level 5: 6500 xp Level 6: 14000 xp Change to: Level 1: 0 xp Level 2: 750 xp Level 3: 1500 xp Level 4: 3000 xp Level 5: 7000 xp Level 6: 14000 xp 3. Lower the HD for everyone: Fighters get d8 hp clerics and Rogues get d6 hp Wizards get d4 hp 4. Skip the rule of max hp at level 1, You roll hp for every level, and if you roll 1 at level 1 you start with 1 hp. 5. Get rid of the death saves. When you're at zero hp you're dead. 6. Roll abilities with 3d6, in order, No changes alowed. [hr][/hr] Most of todays players wouldn't like these house rules. Why? Because most of todays players would die, die, die if they used them. And they would never level up. But these was the standard rules 40 years ago. And people actually played with these rules. I did. And people actually leveled up without dying. How come? Because people tried to avoid fights as much as possible. This doesn't mean that we didn't fight. There was lots of fights. But we tried to choose our fights: pick the easy ones, and run away from the tough ones, That was how we survived. This doesn't mean that the fights was boring, but that the fun part was that you risked your characters life all the time, not in fancy combat maneuvers as it is today. My guess is that combat took about 20 % of the time, and yes I also played classical modules like "Against the Giants". But if you ask me what I remember from that time I would answer the combat. So it felt like there was combat 80 % of the time, but it was combat only 20 % of the time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
Top