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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="Chaosmancer" data-source="post: 7924872" data-attributes="member: 6801228"><p>I think it is a little more modular than you give it credit for. </p><p></p><p>As a personal example, I've houseruled that you do not recover all your hp after a long rest. You just get to spend hit dice, same as a short rest, and recover half your hit dice.</p><p></p><p>This has had a pretty big impact on the attrition, because you need 2 days of no fighting to full recover everything, and in a scenario where the players are under constant threat, like wilderness travel or the apocalypse like my current game, that means they are usually starting the day with fewer resources. </p><p></p><p>Then there are simple dials. My players attacked a "stronghold" of a mindflayer, but retreated from the guards before finishing the job, leaving the NPCs they had found to continue being converted. </p><p></p><p>They went back the next day, and there were more guards, but what they didn't know (and still don't know because they retreated again) is that the Mindflayer picked up shop and moved to a different building. Leaving the building guarded as a distraction and trapping the place to hell and back with magic/psionic seals. There are no "official" spells I'm using for this, I'm essentially jacking Phantasmal Force up to 13 and running it like a psychic mindscape trap. </p><p></p><p>I've also been introducing a psionic ooze that the Mindflayer is using, fail a save when exposed to it, get a mark. The marks cause bad things if you fail the saves again during a long rest, or if a psychic entity utilizes them. It could be as nasty as giving the player disadvantage on a dominate person save, or just an extra d8 damage per point. </p><p></p><p>These are all things you can do, and if you attrition the players into retreating, or hit them with a nasty status effect and cause them leave for healing.... then you can really start changing the location in response to them. The call upon more guards, alter the defenses to better combat these players. Think of all the magical crap that takes less than 24 hours to cast, and let your evil cult leader start using it, because they <em>know</em> the party is coming back, because the party did not accomplish their goal. </p><p></p><p>Alter spells, add new stats to track, change equipment loadouts, give feats and magic items, there is a lot you can do to alter 5e.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7924872, member: 6801228"] I think it is a little more modular than you give it credit for. As a personal example, I've houseruled that you do not recover all your hp after a long rest. You just get to spend hit dice, same as a short rest, and recover half your hit dice. This has had a pretty big impact on the attrition, because you need 2 days of no fighting to full recover everything, and in a scenario where the players are under constant threat, like wilderness travel or the apocalypse like my current game, that means they are usually starting the day with fewer resources. Then there are simple dials. My players attacked a "stronghold" of a mindflayer, but retreated from the guards before finishing the job, leaving the NPCs they had found to continue being converted. They went back the next day, and there were more guards, but what they didn't know (and still don't know because they retreated again) is that the Mindflayer picked up shop and moved to a different building. Leaving the building guarded as a distraction and trapping the place to hell and back with magic/psionic seals. There are no "official" spells I'm using for this, I'm essentially jacking Phantasmal Force up to 13 and running it like a psychic mindscape trap. I've also been introducing a psionic ooze that the Mindflayer is using, fail a save when exposed to it, get a mark. The marks cause bad things if you fail the saves again during a long rest, or if a psychic entity utilizes them. It could be as nasty as giving the player disadvantage on a dominate person save, or just an extra d8 damage per point. These are all things you can do, and if you attrition the players into retreating, or hit them with a nasty status effect and cause them leave for healing.... then you can really start changing the location in response to them. The call upon more guards, alter the defenses to better combat these players. Think of all the magical crap that takes less than 24 hours to cast, and let your evil cult leader start using it, because they [I]know[/I] the party is coming back, because the party did not accomplish their goal. Alter spells, add new stats to track, change equipment loadouts, give feats and magic items, there is a lot you can do to alter 5e. [/QUOTE]
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