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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Inchoroi" data-source="post: 6954372" data-attributes="member: 6752135"><p>For my games, I don't grant HP after a long rest. You just have to spend hit dice before you take a long rest to heal up, and then, after your long rest, you regain half your current number of hit dice (minimum 1). In addition, death saves do not reset until one takes a long rest; your pass/failures remain until then.</p><p></p><p>It's made for very interesting decisions.</p><p></p><p>EDIT: I've been tempted to reintroduce negative HP, as well, to make it even harder to heal up between combats, and makes the yo-yo drop/rise thing nonexistant. I will state that I would enjoy a simple system of "Condition", a la Mutants and Masterminds 3e. I loved those things. So simple...so cinematic...it's just so <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> that that system never works out (in my experience) in anything other than a superhero game.</p><p></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">I considered something like this, actually, for a game where spellcasters in general were supposed to be crazy-powerful--i.e. if you were a martial character, you were <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ed.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">I said that a spellcaster can concentrate on a number of spells equal to their spellcasting modifier, and the DC for concentration checks is 10 or half damage dealt, plus the number of spells you're concentrating on. If you fail, all concentration spells drop.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">I have a magic item crafting system I use, that also addresses buying and selling them, with a minimum of actual numbers involved.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="Inchoroi, post: 6954372, member: 6752135"] For my games, I don't grant HP after a long rest. You just have to spend hit dice before you take a long rest to heal up, and then, after your long rest, you regain half your current number of hit dice (minimum 1). In addition, death saves do not reset until one takes a long rest; your pass/failures remain until then. It's made for very interesting decisions. EDIT: I've been tempted to reintroduce negative HP, as well, to make it even harder to heal up between combats, and makes the yo-yo drop/rise thing nonexistant. I will state that I would enjoy a simple system of "Condition", a la Mutants and Masterminds 3e. I loved those things. So simple...so cinematic...it's just so :):):):):):) that that system never works out (in my experience) in anything other than a superhero game. [FONT=Verdana][/FONT][FONT=Verdana] I considered something like this, actually, for a game where spellcasters in general were supposed to be crazy-powerful--i.e. if you were a martial character, you were :):):):)ed. I said that a spellcaster can concentrate on a number of spells equal to their spellcasting modifier, and the DC for concentration checks is 10 or half damage dealt, plus the number of spells you're concentrating on. If you fail, all concentration spells drop. [/FONT][FONT=Verdana][/FONT][FONT=Verdana] [/FONT][FONT=Verdana]I have a magic item crafting system I use, that also addresses buying and selling them, with a minimum of actual numbers involved. [/FONT] [/QUOTE]
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