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*Dungeons & Dragons
Brainstorming on a Duo group campaign (DM + 2 players)
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<blockquote data-quote="clearstream" data-source="post: 7529313" data-attributes="member: 71699"><p><strong>Resting</strong></p><p>I'd recommend using something like the slower rest rules in the DMG to accommodate the natural pace of a grittier campaign. Note the consequence of longer rest times on magic - the big casts become rarer! It becomes easier to know why the high-level cleric hasn't just revved and healed <em>everyone</em>: they have far more limited casts by calendar time. Powerful divination magic becomes similarly limited. I agree with the poster above actually that "magic is rare" doesn't work out as well as one imagines, but I think this change is a workable step in the right direction. Where the most powerful casts are rarer, and therefore have a high, sometimes even strategic, value.</p><p></p><p><strong>Character Gen</strong></p><p>Also "3d6 positive" stat arrays (3d6 six times, keep if modifiers before race increases would net positive, arrange as desired) rather than 4d6+1 or points buy. The slightly lower probable net modifiers will make the world feel slightly more challenging. </p><p></p><p><strong>Tougher Encounters</strong></p><p>Additionally, I would adjust the Encounter Multiplier factors (for size of encounter) so that 3-6 is 1x, scaling in either direction from there. That will make Hard encounters feel hard. I'd probably use only Hard and Deadly thresholds, with a mix of 2-3 hard to 1 deadly on average, per "adventuring day" (time between long rests).</p><p></p><p><strong>Reduced Coin</strong></p><p>I would follow a 5x tier on tier increase in horde size, rather than the DMG 10x. That can be achieved by leaving tier 1 as is, halving tier 2 roll results, quartering tier 3, and one-eighthing tier 4 (so roll the horde as usual then take only one-eighth or whatever). This will make coin matter and still support the lifestyle costs in the PHB and DMG. It will make those costs meaningful.</p><p></p><p><strong>Revival</strong></p><p>I would allow revival magic to play a distinct role, as you have two players and if you want the world to feel rightly dangerous, they'll need to be able to die and sometimes come back. I would add a "caster" cost to the component costs. Maybe coming to half-again the cost. Again, this will pinch coin and make it feel important.</p><p></p><p><strong>Training</strong></p><p>I would use the DMG training suggestion, albeit make costs something like 2/d, 10/d, 50/d, 250/d by tier, keeping the days as the book has them. This will again make coin valuable, it will also create relationships with dear or fractious teachers, and it will ameliorate the pace of the adventurer's career against calendar time.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7529313, member: 71699"] [B]Resting[/B] I'd recommend using something like the slower rest rules in the DMG to accommodate the natural pace of a grittier campaign. Note the consequence of longer rest times on magic - the big casts become rarer! It becomes easier to know why the high-level cleric hasn't just revved and healed [I]everyone[/I]: they have far more limited casts by calendar time. Powerful divination magic becomes similarly limited. I agree with the poster above actually that "magic is rare" doesn't work out as well as one imagines, but I think this change is a workable step in the right direction. Where the most powerful casts are rarer, and therefore have a high, sometimes even strategic, value. [B]Character Gen[/B] Also "3d6 positive" stat arrays (3d6 six times, keep if modifiers before race increases would net positive, arrange as desired) rather than 4d6+1 or points buy. The slightly lower probable net modifiers will make the world feel slightly more challenging. [B]Tougher Encounters[/B] Additionally, I would adjust the Encounter Multiplier factors (for size of encounter) so that 3-6 is 1x, scaling in either direction from there. That will make Hard encounters feel hard. I'd probably use only Hard and Deadly thresholds, with a mix of 2-3 hard to 1 deadly on average, per "adventuring day" (time between long rests). [B]Reduced Coin[/B] I would follow a 5x tier on tier increase in horde size, rather than the DMG 10x. That can be achieved by leaving tier 1 as is, halving tier 2 roll results, quartering tier 3, and one-eighthing tier 4 (so roll the horde as usual then take only one-eighth or whatever). This will make coin matter and still support the lifestyle costs in the PHB and DMG. It will make those costs meaningful. [B]Revival[/B] I would allow revival magic to play a distinct role, as you have two players and if you want the world to feel rightly dangerous, they'll need to be able to die and sometimes come back. I would add a "caster" cost to the component costs. Maybe coming to half-again the cost. Again, this will pinch coin and make it feel important. [B]Training[/B] I would use the DMG training suggestion, albeit make costs something like 2/d, 10/d, 50/d, 250/d by tier, keeping the days as the book has them. This will again make coin valuable, it will also create relationships with dear or fractious teachers, and it will ameliorate the pace of the adventurer's career against calendar time. [/QUOTE]
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