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Didn’t Mike Mearls propose a one-roll combat encounter?
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<blockquote data-quote="DND_Reborn" data-source="post: 8631531" data-attributes="member: 6987520"><p><strong>If you want another system using a single die roll, here you go:</strong></p><ul> <li data-xf-list-type="ul">Each player rolls a d20 for each character they have.</li> <li data-xf-list-type="ul">The DC for the check is based on the encounter difficulty the DM sets: 2 = Easy, 3 = Moderate, 4 = Hard, 5 = Deadly.</li> <li data-xf-list-type="ul">Each subsequent encounter before the PCs get in a short or long rest increases the base DC by 1 due to attrition.</li> <li data-xf-list-type="ul">Spellcasters (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) with no spell slots remaining have disadvantage on the roll.</li> <li data-xf-list-type="ul">Non-spellcasters (Barbarian, Fighter, Monk, Paladin, Ranger, Rogue) with less than maximum HP for the encounter have disadvantage on the roll.</li> </ul><p></p><p><strong>Results:</strong></p><ul> <li data-xf-list-type="ul">Any PC who fails the roll is reduced to 0 HP by the encounter.</li> <li data-xf-list-type="ul">The encounter is a TPK if all players fail the roll. (So, the larger your party, the more likely someone will survive.)</li> <li data-xf-list-type="ul">PCs reduced to 0 HP must recover as normal (using features, magic, or resting).</li> <li data-xf-list-type="ul">Any PC with the <em>spellcasting</em> trait who fails the roll loses their highest remaining spell slot. If they succeed in the roll, they lose their lowest available spell slot. (This affects what spells casters have access to for non-combat pillars.)</li> </ul><p></p><p>You can adjust the rolls and DC if you really want, like the players get +1 per PC level and the DC is increased by the average CR (or level) of the opponents. Personally, I wouldn't bother and just use the base mechanic above, but to each their own...</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8631531, member: 6987520"] [B]If you want another system using a single die roll, here you go:[/B] [LIST] [*]Each player rolls a d20 for each character they have. [*]The DC for the check is based on the encounter difficulty the DM sets: 2 = Easy, 3 = Moderate, 4 = Hard, 5 = Deadly. [*]Each subsequent encounter before the PCs get in a short or long rest increases the base DC by 1 due to attrition. [*]Spellcasters (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) with no spell slots remaining have disadvantage on the roll. [*]Non-spellcasters (Barbarian, Fighter, Monk, Paladin, Ranger, Rogue) with less than maximum HP for the encounter have disadvantage on the roll. [/LIST] [B]Results:[/B] [LIST] [*]Any PC who fails the roll is reduced to 0 HP by the encounter. [*]The encounter is a TPK if all players fail the roll. (So, the larger your party, the more likely someone will survive.) [*]PCs reduced to 0 HP must recover as normal (using features, magic, or resting). [*]Any PC with the [I]spellcasting[/I] trait who fails the roll loses their highest remaining spell slot. If they succeed in the roll, they lose their lowest available spell slot. (This affects what spells casters have access to for non-combat pillars.) [/LIST] You can adjust the rolls and DC if you really want, like the players get +1 per PC level and the DC is increased by the average CR (or level) of the opponents. Personally, I wouldn't bother and just use the base mechanic above, but to each their own... [/QUOTE]
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Didn’t Mike Mearls propose a one-roll combat encounter?
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