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While this would do it what you stated, it still wouldn't give you the extra content once you've acquired all of your abilities.

As part of my changes, I wanted how a character plays, to be set by the time they get to higher level threats like Dragons and Giants.

At that point, I think world-shaking threats should require outside of character power such as using a magical airship or wishes from a magic lamp.

But that's just my perspective on things. I guess it's a little lower on the in world magic level which is enforced over the player progression.

I don't want to give away any spoilers, but have you looked at the new adventure, Storm King's Thunder? It has a lot of the elements you're talking about here, including the necessity of outside sources of power to confront earth-shaking challenges.
 

I don't want to give away any spoilers, but have you looked at the new adventure, Storm King's Thunder? It has a lot of the elements you're talking about here, including the necessity of outside sources of power to confront earth-shaking challenges.
No oddly enough. It didn't quite peak my interest at the time, but it sounds like it might have some useful stuff.

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The game is harder, and you level faster, and there's more things to use your stuff on.

I'm sorry, but i'm not following your thought, can you clarify?
1) Which game (5e or 5e-10) is harder?
2) Which game (5e or 5e-10) levels faster? As far as I can tell you level at the same rate but maybe I missed something.
3) Which game (5e or 5e-10) has more things to use your stuff on? Why would that be different between the two games?
4) Why is the above relevant to wanting to get all the class features in 10 levels vs. 20 levels to accommodate their play style?
 


I'm sorry, but i'm not following your thought, can you clarify?
1) Which game (5e or 5e-10) is harder?
2) Which game (5e or 5e-10) levels faster? As far as I can tell you level at the same rate but maybe I missed something.
3) Which game (5e or 5e-10) has more things to use your stuff on? Why would that be different between the two games?
4) Why is the above relevant to wanting to get all the class features in 10 levels vs. 20 levels to accommodate their play style?

I'm not mellored, but I believe the answers would be:

1) 5e-10 - because you stop at level 10 and have plenty of higher level (CR 10+) monsters to spice things up. Complaints about curb-stomping higher level encounters seem to proliferate
2) 5e-10 - meaning you reach the endgame faster (many campaigns never reach mid to high teens, let alone 20th level), I don't think you actually level faster, you're just more likely to reach your full potential (and cool abilities)
3) 5e-10 - You actually reach and use "your stuff" and you can play a lot more at the highest level and still have plenty of adventures and encounters to face without things getting too wahoo.
4) I've often felt that 5e felt "stretched out" to meet the artificial 20 level limit, with most high level features, barring high level spells and maybe some capstone features, being perfectly cromulent for mid-level play. Sure you could just double the advancement rate and theoretically accomplish something similar, but you would still have encounter building difficulty and other high level play problems. This gives you a little bit of the 'E6' feel that was somewhat popular in 3e and keeps things a little more playable and grounded for some preferences.
 

I'm not mellored, but I believe the answers would be:

1) 5e-10 - because you stop at level 10 and have plenty of higher level (CR 10+) monsters to spice things up. Complaints about curb-stomping higher level encounters seem to proliferate
2) 5e-10 - meaning you reach the endgame faster (many campaigns never reach mid to high teens, let alone 20th level), I don't think you actually level faster, you're just more likely to reach your full potential (and cool abilities)
3) 5e-10 - You actually reach and use "your stuff" and you can play a lot more at the highest level and still have plenty of adventures and encounters to face without things getting too wahoo.
4) I've often felt that 5e felt "stretched out" to meet the artificial 20 level limit, with most high level features, barring high level spells and maybe some capstone features, being perfectly cromulent for mid-level play. Sure you could just double the advancement rate and theoretically accomplish something similar, but you would still have encounter building difficulty and other high level play problems. This gives you a little bit of the 'E6' feel that was somewhat popular in 3e and keeps things a little more playable and grounded for some preferences.

Well those would be similar to my basic responses, but it seemed to me that [MENTION=6801209]mellored[/MENTION] was looking at it from a different perspective. That is why I was hoping he/she would respond.
 

Update #3
(5/9/2017)

Eldritch Knight
  • Reworked and renamed 1st level feature, Arcane Initiate, to Eldritch Initiate.
  • Added Arcane Sense at 1st level.
  • Reworked Knight of the Ward 3rd level feature, Arcane Ward.
  • Added Signature Spell at 7th level.

Wizard
  • Reworked 5th level feature, Signature Spell, and moved to 7th level.
  • Added Arcane Recall at 5th level.

Ranger
  • Removed Proficiency Bonus to Damage from Beast Conclave 3rd level feature, Companion's Bond.
  • Removed Beast Conclave 5th level feature, Coordinated Attack.
  • Added Extra Attack at 5th level.

Sorcerer
  • Increased initial damage of Draconic Bloodline 1st level feature, Breath Weapon.
  • Reworked 10th level feature, Sorcerous Restoration.

Monk
  • Increased number of ki points gained to 5 for 10th level feature, Perfect Soul.

Fighter
  • Increased number of superiority dice gained to 3 for Battle Master 9th level feature, Relentless Superiority.
 

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