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*Dungeons & Dragons
Can 5e Be Mythic?
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<blockquote data-quote="Garthanos" data-source="post: 8373864" data-attributes="member: 82504"><p>OK instead of being such a disser.... here are some of the available rules for making 5e a bit more epic. </p><p></p><p>EPIC HEROISM</p><p>This variant uses a short rest of 5 minutes and a long rest of 1 hour. </p><p>This change makes combat more routine, since characters can easily recover</p><p> from every battle. You might want to make combat encounters more difficult</p><p> to compensate. Spellcasters using this system can afford to burn through spell</p><p> slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster </p><p>to restore all spell slots and to regain spell slots of 6th level or higher.</p><p></p><p>HERO POINTS</p><p>Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is.</p><p>With this option, a character starts with 5 hero point at 1st level. Each time the character gains a level, he or she loses any unspent hero points </p><p>and gains a new total equal to 5 + half the character's level.</p><p></p><p>HEALING SuRGES</p><p>This optional rule allows characters to heal up inthe thick of combat and works</p><p> well for parties that feature few or no characters with healing magic, or for </p><p> campaigns in which magical healing is rare. As an action, a character can use</p><p> a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent</p><p> in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total.</p><p> The player can decide to spend an additional Hit Die after each roll.</p><p> </p><p> CLEAVING THROUGH CREATURES</p><p>If your player characters regularly fight hordes of lower- level monsters, consider using this optional rule to help speed up such fights.</p><p>When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby.</p><p> The attacker targets another creature within reach and, if the original attack </p><p> roll can hit it, applies any remaining damage to it. If that creature was </p><p> undamaged and is likewise reduced to 0 hit points, repeat this process, </p><p> carrying over the remaining damage until there are no valid targets, or </p><p> until the damage carried over fails to reduce an undamaged creature to 0 hit </p><p> points.</p><p></p><p>MINIONS and SWARMS </p><p>this is not an official one but something I have seen many DMs recommend and could combine with the previous and buffed individual attacks to support one man army profile.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 8373864, member: 82504"] OK instead of being such a disser.... here are some of the available rules for making 5e a bit more epic. EPIC HEROISM This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate. Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher. HERO POINTS Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is. With this option, a character starts with 5 hero point at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level. HEALING SuRGES This optional rule allows characters to heal up inthe thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. CLEAVING THROUGH CREATURES If your player characters regularly fight hordes of lower- level monsters, consider using this optional rule to help speed up such fights. When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. MINIONS and SWARMS this is not an official one but something I have seen many DMs recommend and could combine with the previous and buffed individual attacks to support one man army profile. [/QUOTE]
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