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<blockquote data-quote="Li Shenron" data-source="post: 7953305" data-attributes="member: 1465"><p>Well, on the contrary I would suggest you do use 5E, but to keep house rules at a minimum. </p><p></p><p>It's clear to me that you want an injury/wound system. The DMG optional rule deals temporary wounds, be aware that before any PC can cast <em>Restoration </em>many of these wounds would last indefinite, but once they have the spell they will last 1 round and your gritty flavour is lost. So it's a rules module that works well only at low levels. If you decide to use it, I suggest to use the 2nd or 3rd trigger option, NOT the critical hits otherwise you risk a death spiral. </p><p></p><p>Then obviously consider a variant for slow healing if you want, but keep in mind that having a Cleric in the party can shift the feeling back to easy healing. </p><p></p><p>I don't think you need more "rules". The rest of your ideas are covered by managing the campaign/world events at the appropriate pace and giving them the feeling you want. You will want to track food, encumbrance, mundane equipment, weather, perhaps even spell components if you're into it, but you don't really need written "rules" for these. You should also probably avoid rules on poisons and curses, as they tend to make them all feel very mechanical, while in your case story-driven poisons etc. will do much better; that means to make each case different and no rule will ever match your own creative design.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7953305, member: 1465"] Well, on the contrary I would suggest you do use 5E, but to keep house rules at a minimum. It's clear to me that you want an injury/wound system. The DMG optional rule deals temporary wounds, be aware that before any PC can cast [I]Restoration [/I]many of these wounds would last indefinite, but once they have the spell they will last 1 round and your gritty flavour is lost. So it's a rules module that works well only at low levels. If you decide to use it, I suggest to use the 2nd or 3rd trigger option, NOT the critical hits otherwise you risk a death spiral. Then obviously consider a variant for slow healing if you want, but keep in mind that having a Cleric in the party can shift the feeling back to easy healing. I don't think you need more "rules". The rest of your ideas are covered by managing the campaign/world events at the appropriate pace and giving them the feeling you want. You will want to track food, encumbrance, mundane equipment, weather, perhaps even spell components if you're into it, but you don't really need written "rules" for these. You should also probably avoid rules on poisons and curses, as they tend to make them all feel very mechanical, while in your case story-driven poisons etc. will do much better; that means to make each case different and no rule will ever match your own creative design. [/QUOTE]
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