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<blockquote data-quote="Tony Vargas" data-source="post: 7179097" data-attributes="member: 996"><p>Roll 3d6 in order, for stats. Start at first level. Repeat until someone gets to 2nd. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>What makes 5e quickly go from deadly to dudly is the instant death/dying rules. At 1st level, instant death, at - your hps in one blow, can totally happen. At 2nd, it'd be a hard-hitting creature on a crit. It gets less and less likely as your hps balloon, and death saves, also pretty generous, become the primary mechanic.</p><p></p><p>You could, instead, set death at negative-CON or negative-HD-type or negative-your-1st-level-hps or whatever negative sounds good. And track and heal from negatives instead from 0 & having death saves. Dropped PCs could 'bleed' 1 hp/round or make a death save to avoid bleeding, I suppose.</p><p></p><p> Increasing the levels of enemies could quickly make things deadly (though not in a fun way, if you figure missing a lot while getting hit on 2 is not fun).</p><p></p><p> No, that shifts pacing, it's nothing much to do with being deadly - having more encounters crammed into a day would have the same effect. </p><p></p><p> Until it's completely unrecognizable, if we want. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p> Nothing to it, when you decide to call for a check, just call for the stat, and say 'with proficiency' or 'without proficiency' based on Race & Class and whether you feel like it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> Not opting-into feats also simplifies character building, also, presumably no Variant Humans.</p><p></p><p>It'd be more work for you, but you could make race & class into a single choice: Fighter(champion), Wizard(lore master), Thief(Rogue) or Cleric(life) is human, Dwarf is a Fighter(Battlerager), Elf a Fighter/Magic-user, Hobbit a fighter/thief, and Gnome an Illusionist/Thief. The multi-classes could have their own class tables that averages out like an evenly-advancing character, rather than actually alternating advancement... </p><p>You could extend it to half-elf(Druid), half-orc(Barbarian), half-Infernal(Tiefling Warlock), Half-dragon (Dragonborn Dragon Sorcerer), and half-wit(back around the Human Fighter, again), if people get bored with a lack of choices.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7179097, member: 996"] Roll 3d6 in order, for stats. Start at first level. Repeat until someone gets to 2nd. ;) What makes 5e quickly go from deadly to dudly is the instant death/dying rules. At 1st level, instant death, at - your hps in one blow, can totally happen. At 2nd, it'd be a hard-hitting creature on a crit. It gets less and less likely as your hps balloon, and death saves, also pretty generous, become the primary mechanic. You could, instead, set death at negative-CON or negative-HD-type or negative-your-1st-level-hps or whatever negative sounds good. And track and heal from negatives instead from 0 & having death saves. Dropped PCs could 'bleed' 1 hp/round or make a death save to avoid bleeding, I suppose. Increasing the levels of enemies could quickly make things deadly (though not in a fun way, if you figure missing a lot while getting hit on 2 is not fun). No, that shifts pacing, it's nothing much to do with being deadly - having more encounters crammed into a day would have the same effect. Until it's completely unrecognizable, if we want. ;) Nothing to it, when you decide to call for a check, just call for the stat, and say 'with proficiency' or 'without proficiency' based on Race & Class and whether you feel like it. ;) Not opting-into feats also simplifies character building, also, presumably no Variant Humans. It'd be more work for you, but you could make race & class into a single choice: Fighter(champion), Wizard(lore master), Thief(Rogue) or Cleric(life) is human, Dwarf is a Fighter(Battlerager), Elf a Fighter/Magic-user, Hobbit a fighter/thief, and Gnome an Illusionist/Thief. The multi-classes could have their own class tables that averages out like an evenly-advancing character, rather than actually alternating advancement... You could extend it to half-elf(Druid), half-orc(Barbarian), half-Infernal(Tiefling Warlock), Half-dragon (Dragonborn Dragon Sorcerer), and half-wit(back around the Human Fighter, again), if people get bored with a lack of choices. [/QUOTE]
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