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<blockquote data-quote="CapnZapp" data-source="post: 7815635" data-attributes="member: 12731"><p>Feedback on your 5E implementation:</p><p></p><p>* Alignment: I would argue 5E already does what you want. Yes, Bob the Explorer has an alignment listed. But there is no way to find out what it is. Detect Evil tells you about angels and demons. It draws a blank both on Bob, and Xena the Wicked Witch. There are close to zero game effects that depend on alignment, certainly at low- to medium levels (where S&S normally lives). That said, Protection from Evil and Good already works as you think - because these creatures are outsiders (not because of their alignment). So I'd say this section is a tad "obsolete" in that it reads as if the writer is expecting 3rd edition or Pathfinder 2 rules. I am definitely not complaining about your actual suggested changes - I'm just arguing you might want to properly update the phrasing to account for the ways 5E differ from previous D&D <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* Sudden death: these ideas are common, but rarely work since the horrible truth is that the hp buffer is at the center of D&D. Any attempt to bypass it fights the very nature of the game. The long and short of it is: D&D expects heroes to regularly suffer large amounts of damage. At full hp or at few hp. This rule basically tells heroes to stop adventuring as soon as they are not close to full hp. And you get the wonky situation where you're still invulnerable to getting one-shotted except when you're already low on hp. This rule basically kicks those that already are lying down. Why not then simply give out fewer hp?</p><p></p><p>But you're not really looking to reduce the amount of "functional hp", are you? I think what you're after is "every hit could be fatal" and "heroes are separate from non-heroes". </p><p></p><p>So what about "when you roll a critical, new rule: calculate maximum damage and then multiply that number by a d6" AND give heroes - and just maybe the very most important non-monstrous NPCs - Fate Points (spend one fate point to make the D6 roll "1")</p><p></p><p>This accomplishes that sometimes you can insta-gibb the ghoul or temple guard just like in the source material, but heroes have a certain buffer against being insta-gibbed themselves. And you haven't made the lowest fifteen hp or so less useful (which means players don't feel worse than the regular rules already make them feel, when they're forced to press on despite knowing better).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7815635, member: 12731"] Feedback on your 5E implementation: * Alignment: I would argue 5E already does what you want. Yes, Bob the Explorer has an alignment listed. But there is no way to find out what it is. Detect Evil tells you about angels and demons. It draws a blank both on Bob, and Xena the Wicked Witch. There are close to zero game effects that depend on alignment, certainly at low- to medium levels (where S&S normally lives). That said, Protection from Evil and Good already works as you think - because these creatures are outsiders (not because of their alignment). So I'd say this section is a tad "obsolete" in that it reads as if the writer is expecting 3rd edition or Pathfinder 2 rules. I am definitely not complaining about your actual suggested changes - I'm just arguing you might want to properly update the phrasing to account for the ways 5E differ from previous D&D :) * Sudden death: these ideas are common, but rarely work since the horrible truth is that the hp buffer is at the center of D&D. Any attempt to bypass it fights the very nature of the game. The long and short of it is: D&D expects heroes to regularly suffer large amounts of damage. At full hp or at few hp. This rule basically tells heroes to stop adventuring as soon as they are not close to full hp. And you get the wonky situation where you're still invulnerable to getting one-shotted except when you're already low on hp. This rule basically kicks those that already are lying down. Why not then simply give out fewer hp? But you're not really looking to reduce the amount of "functional hp", are you? I think what you're after is "every hit could be fatal" and "heroes are separate from non-heroes". So what about "when you roll a critical, new rule: calculate maximum damage and then multiply that number by a d6" AND give heroes - and just maybe the very most important non-monstrous NPCs - Fate Points (spend one fate point to make the D6 roll "1") This accomplishes that sometimes you can insta-gibb the ghoul or temple guard just like in the source material, but heroes have a certain buffer against being insta-gibbed themselves. And you haven't made the lowest fifteen hp or so less useful (which means players don't feel worse than the regular rules already make them feel, when they're forced to press on despite knowing better). [/QUOTE]
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