Yes, yes, and another yes to that.Judging from the OP, I am guessing it is more about the tension in the fight more so than the potential of failing at a task, but I could be wrong.
Hopefully the suggestions will help or at the very least give you food for thought and help you make the game more appealing to your table.Yes, yes, and another yes to that.
I have no issues engaging or challenging my players. They just find their everyday combats not dangerous enough (thanks for all tips you gave me above, I am frequently doing that, this thread is about measuring a notch I need to raise to make them more excited.)
And maybe I put it wrong, but I didn't thought about HALVING HP, but decreasing every level/HD by 2 (so, 2nd level rogue with 10 Con would have 8+3 hp instead of 8+5). Thanks for all other suggestions (I particularly liked idea of messing with critical ranges).
All in all, I am not trying to change 5e into L5R, just trying to tune it to player preferences.
Hello,
Due to preferences of my gaming group, I would like to make D&D combat more swingy - my players are used to game systems with death spiral and quick death. After our first 5e campaign, they complained, that combat slogs and don't feel threatening compared to Modiphius Conan or WFRP.
But I don't want to change too much (otherwise I could as well just switch from D&D to other game).
So, my first idea would be to slash HP gain by 2/level (we use fixed hp, don't roll for them). That would have added bonus of making healing more relevant, but big downside would be purely psychological - no one likes to be nerfed! Also, I am not sure if lowering hp pool by just 2/level will change much.
Second idea is upping monster damage, effectively doubling dice with every hit (or in case of some monster, doubling damage from main attack). That would certainly add to swingy combat, but would be totally brutal. Slightly less brutal option would be just upping damage by one rank (e.g. from d6 to d8) but again, not sure if that would change much, and I would probably need to change weapon damage as well. Less inclined to buff spells, as spell caster are pretty good anyway.
Anyone have thoughts or tried something similar before?
Please, not this again.Also, any time someone goes to 0, they gain 1 level of exhaustion. Pop-up healing becomes really risky really quickly.
It's a rare game where the players are asking for quicker ways to die.my players are used to game systems with death spiral and quick death.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.