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[+] How do you make 5E more challenging?
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<blockquote data-quote="ezo" data-source="post: 9295155" data-attributes="member: 7037866"><p>1. House-rule it to Hell.</p><p></p><p>Done. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Ok, ok, a bit more I guess...</p><p></p><p>1a. Non-proficiency is disadvantage (this is for everything in which proficiency could be applied, inlcuding <em>SAVES</em>). Expertise (and other double your proficiency bonus) is advantage.</p><p>1b. Roll ability scores in order. Or use the standard array if you don't like the results. The array can be arranged to taste.</p><p>1c. Remove racial ASI traits <em>completely</em>.</p><p>1d. Cap ability scores at 18.</p><p>1e. Instead of adding CON mod to HP at every level, you add <em>ALL</em> your ability modifiers at 1st level. You add only HD at later levels. If an ability modifier increases/decreases (permanently, attuned items do not count), adjust HP as well.</p><p>1f. Remove darkvision from over half (or more!) the races that get it.</p><p>1g. Make rests longer (minimum 24 hours for long, 3 hours for short).</p><p>1h. Long rests do not restore hit points, you must spend Hit Dice (apply Con modifier!).</p><p>1i. You gain a level of exhaustion at 0 hit points.</p><p>1j. Each round at 0 hit points you make a death save until stable or dead: DC 15 CON check. Roll 20+ (include modifiers) and you are stable, fail and you die, natural 20 includes conscious and you can spend HD to gain temporary hp (adrenaline rush baby!).</p><p>1k. Reduce spell casting progression and number of spell slots. Full casters max out at 6th level spells, about 3 levels per spell level increase. Adjust half- and third-casters appropriately.</p><p>1l. Remove spell cantrip damage scaling.</p><p>1m. Healing spells and features provide temporary hit points. Actual hit points are only restored by rest. <em>Heal</em> is the only exception.</p><p>1n. Remove multiclassing and feats.</p><p>1o. Use and enforce encumbrance.</p><p>1z. oh, I'm sure there are others I'm forgetting....</p><p></p><p>Of course then there are the other elements to encounters that make them more challenging, like putting them on the clock, hazardous terrain, foes that harass the PCs instead of front on fights all the time, etc.</p><p></p><p>I guess that is good for a start. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ezo, post: 9295155, member: 7037866"] 1. House-rule it to Hell. Done. ;) Ok, ok, a bit more I guess... 1a. Non-proficiency is disadvantage (this is for everything in which proficiency could be applied, inlcuding [I]SAVES[/I]). Expertise (and other double your proficiency bonus) is advantage. 1b. Roll ability scores in order. Or use the standard array if you don't like the results. The array can be arranged to taste. 1c. Remove racial ASI traits [I]completely[/I]. 1d. Cap ability scores at 18. 1e. Instead of adding CON mod to HP at every level, you add [I]ALL[/I] your ability modifiers at 1st level. You add only HD at later levels. If an ability modifier increases/decreases (permanently, attuned items do not count), adjust HP as well. 1f. Remove darkvision from over half (or more!) the races that get it. 1g. Make rests longer (minimum 24 hours for long, 3 hours for short). 1h. Long rests do not restore hit points, you must spend Hit Dice (apply Con modifier!). 1i. You gain a level of exhaustion at 0 hit points. 1j. Each round at 0 hit points you make a death save until stable or dead: DC 15 CON check. Roll 20+ (include modifiers) and you are stable, fail and you die, natural 20 includes conscious and you can spend HD to gain temporary hp (adrenaline rush baby!). 1k. Reduce spell casting progression and number of spell slots. Full casters max out at 6th level spells, about 3 levels per spell level increase. Adjust half- and third-casters appropriately. 1l. Remove spell cantrip damage scaling. 1m. Healing spells and features provide temporary hit points. Actual hit points are only restored by rest. [I]Heal[/I] is the only exception. 1n. Remove multiclassing and feats. 1o. Use and enforce encumbrance. 1z. oh, I'm sure there are others I'm forgetting.... Of course then there are the other elements to encounters that make them more challenging, like putting them on the clock, hazardous terrain, foes that harass the PCs instead of front on fights all the time, etc. I guess that is good for a start. :) [/QUOTE]
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