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<blockquote data-quote="Coroc" data-source="post: 7952618" data-attributes="member: 6895991"><p>Use something besides 5e like DSA (The black eye) it is perfect for your intentions.</p><p></p><p>Nah, pun aside, you got a noble goal here, so how does one realize this with 5e?</p><p>You want to add grittiness depending on location. 5e s most cruel RAW mechanic imho is the exhaustion mechanic. Also still RAW: Use 8hour short rests and Weekend-at-the-inn long rest. Dwindling resources can add much grittiness I promise you.</p><p></p><p>What most people miss from GoT is not only the rarity of magic although very mighty magic does exist and also not the "grittiness" in form of very violent scenes and much cruelty going on, no it is rather - you will surely agree - the excessive "roleplaying" going on. So here you got another hook especially since you mentioned the story aspect:</p><p></p><p>Make the roleplaying parts of the adventure count! Put a secret favor marker with 3 to five steps on your NPCs and factions, something like enemy/hated/neutral/liked/friend. Whenever one of your players interacts, alter the status if applicable e.g. if social skill checks have extraordinary die results or if the roleplaying of your PCs would cause a NPCs reaction to shift.</p><p></p><p>What I do not recommend because imho it is a pointless bloat, is to use all sorts of grittiness system.</p><p>5e s major buff/debuff is advantage/disadvantage. The system unbalances very quick if you add on top of that, e,g, you decide to give a player a -5 AND disadvantage because he has got some injury, then every one on one could turn out deadly. If I were a player in that situation, I would abandon all save the world plans until healed up again. </p><p></p><p>Sop put the grittiness into RP and descriptions, use the exhaustion mechanic to punish the players and inhibit long rests outside of civilized areas and you should be fine.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7952618, member: 6895991"] Use something besides 5e like DSA (The black eye) it is perfect for your intentions. Nah, pun aside, you got a noble goal here, so how does one realize this with 5e? You want to add grittiness depending on location. 5e s most cruel RAW mechanic imho is the exhaustion mechanic. Also still RAW: Use 8hour short rests and Weekend-at-the-inn long rest. Dwindling resources can add much grittiness I promise you. What most people miss from GoT is not only the rarity of magic although very mighty magic does exist and also not the "grittiness" in form of very violent scenes and much cruelty going on, no it is rather - you will surely agree - the excessive "roleplaying" going on. So here you got another hook especially since you mentioned the story aspect: Make the roleplaying parts of the adventure count! Put a secret favor marker with 3 to five steps on your NPCs and factions, something like enemy/hated/neutral/liked/friend. Whenever one of your players interacts, alter the status if applicable e.g. if social skill checks have extraordinary die results or if the roleplaying of your PCs would cause a NPCs reaction to shift. What I do not recommend because imho it is a pointless bloat, is to use all sorts of grittiness system. 5e s major buff/debuff is advantage/disadvantage. The system unbalances very quick if you add on top of that, e,g, you decide to give a player a -5 AND disadvantage because he has got some injury, then every one on one could turn out deadly. If I were a player in that situation, I would abandon all save the world plans until healed up again. Sop put the grittiness into RP and descriptions, use the exhaustion mechanic to punish the players and inhibit long rests outside of civilized areas and you should be fine. [/QUOTE]
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