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<blockquote data-quote="DDNFan" data-source="post: 6315929" data-attributes="member: 6776483"><p>I wouldn't. 5th ed has a far more numerically sound base game engine, which is more compatible with your design goals, which I presume are realism or simulationism based.</p><p></p><p>I like the idea of your project, but the best use of your time would probably be to wait for the DMG to come out, see what variant rules there are for grittiness, and then when those things are out in the open, decide what still needs fixing or changing to suit a playstyle. Basic D&D is a much better starting place, given it's going to be free for anyone to refer to, and they can't stop you from making or possibly even publishing your own house rules which are compatible with it.</p><p></p><p>But don't bother doing this until the final, full rules are out, you're likely going to be wasting a lot of time and still won't get all the offending bits removed or fixed (since at this point, nobody is aware). </p><p></p><p>To build on 5th edition, a "realistic meat HP module" that is based on Bounded HP, similar to Bounded Accuracy but for a character's physical toughness and health, would be ideal. It would have the side benefit for adding grittiness, but you would need lots of houserules like Cure Wounds would be overkill when cast at higher slots.</p><p></p><p>A good system would be that you gain only a point or two per level (depending on class) of HP beyond your Con score at first level, then your hit dice are damage mitigation instead, so you have a built in DR system. Then that leads you to think about DR systems, and then you have to alter ACs, and rebalance to-hit values, and then it rapidly becomes much more complex.</p><p></p><p>It is worth doing, if the community can validate the math basis of these tweaks which all have to work together. But wait for the DMG first. I would also, no matter what you do, keep the final math you come up with compatible with standard adventures and the Monster Manual, except with some large-scale adjustments like maybe -X to hit across the board if ACs go down by X due to the influence of the DR system. It won't be perfect, but it could result in a better game for those who like it, and then you could define HP as the amount of wounds that your character can withstand before they drop.</p><p></p><p>Most monsters would have BIG BAGS of HP compared to PCs. Small and medium humanoids could use the similar HP levels to PCs, while larger creatures have their normal values which would tend to be larger. But they wouldn't have HD to spend to act as DR either, to keep them easy to manage for the DM.</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6315929, member: 6776483"] I wouldn't. 5th ed has a far more numerically sound base game engine, which is more compatible with your design goals, which I presume are realism or simulationism based. I like the idea of your project, but the best use of your time would probably be to wait for the DMG to come out, see what variant rules there are for grittiness, and then when those things are out in the open, decide what still needs fixing or changing to suit a playstyle. Basic D&D is a much better starting place, given it's going to be free for anyone to refer to, and they can't stop you from making or possibly even publishing your own house rules which are compatible with it. But don't bother doing this until the final, full rules are out, you're likely going to be wasting a lot of time and still won't get all the offending bits removed or fixed (since at this point, nobody is aware). To build on 5th edition, a "realistic meat HP module" that is based on Bounded HP, similar to Bounded Accuracy but for a character's physical toughness and health, would be ideal. It would have the side benefit for adding grittiness, but you would need lots of houserules like Cure Wounds would be overkill when cast at higher slots. A good system would be that you gain only a point or two per level (depending on class) of HP beyond your Con score at first level, then your hit dice are damage mitigation instead, so you have a built in DR system. Then that leads you to think about DR systems, and then you have to alter ACs, and rebalance to-hit values, and then it rapidly becomes much more complex. It is worth doing, if the community can validate the math basis of these tweaks which all have to work together. But wait for the DMG first. I would also, no matter what you do, keep the final math you come up with compatible with standard adventures and the Monster Manual, except with some large-scale adjustments like maybe -X to hit across the board if ACs go down by X due to the influence of the DR system. It won't be perfect, but it could result in a better game for those who like it, and then you could define HP as the amount of wounds that your character can withstand before they drop. Most monsters would have BIG BAGS of HP compared to PCs. Small and medium humanoids could use the similar HP levels to PCs, while larger creatures have their normal values which would tend to be larger. But they wouldn't have HD to spend to act as DR either, to keep them easy to manage for the DM. [/QUOTE]
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