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*Dungeons & Dragons
Most frustrating quirk of 5E?
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<blockquote data-quote="Magister Ludorum" data-source="post: 7536191" data-attributes="member: 6862253"><p>The thing that was a game breaker for me until I finally broke down and read the 5e DMG was the full healing after a long rest mechanic.</p><p></p><p>I just have characters spend hit dice when they fall asleep and then regain hit dice as normal when they finish the long rest.</p><p></p><p>I've been toying with the idea of limiting the number of hit dice regained to no more than the character's proficiency bonus.</p><p></p><p>I like the idea of hit dice as long term damage and hit points as short term damage.</p><p></p><p>This makes essentially no difference in play because magical healing is easy to come by, especially before settling in for a long rest. From a story perspective, the rapid healing interferes with verisimilitude for me.</p><p></p><p>Another thing I don't really like is the way characters get inspiration. It sounds too much like trying to force players to play the way I want them to. I quit playing in a game where the players awarded the inspiration. I was awarded it quite often, but I felt like that was more about me making everyone laugh than about me playing my character.</p><p></p><p>I give characters inspiration after a long rest and then allow them to regain it if one of their character hooks comes into play. I ask players for a list of goals, dependents, psychological limitations, rivals, etc.... When one of them show up in play, the character regains inspiration. </p><p></p><p>For example, one of the characters in a WoG chronicle I'm running lost his family to Iuz during the Greyhawk wars. When he encounters enemies who are clearly followers of Iuz, he gets inspiration. </p><p></p><p>I've been asking for HERO games style complications for characters since the 1980s. Since I write stories around the characters, those characters with more hooks have a better chance for their background to come into play, and they gain inspiration more often than those who are defined only by their abilities.</p></blockquote><p></p>
[QUOTE="Magister Ludorum, post: 7536191, member: 6862253"] The thing that was a game breaker for me until I finally broke down and read the 5e DMG was the full healing after a long rest mechanic. I just have characters spend hit dice when they fall asleep and then regain hit dice as normal when they finish the long rest. I've been toying with the idea of limiting the number of hit dice regained to no more than the character's proficiency bonus. I like the idea of hit dice as long term damage and hit points as short term damage. This makes essentially no difference in play because magical healing is easy to come by, especially before settling in for a long rest. From a story perspective, the rapid healing interferes with verisimilitude for me. Another thing I don't really like is the way characters get inspiration. It sounds too much like trying to force players to play the way I want them to. I quit playing in a game where the players awarded the inspiration. I was awarded it quite often, but I felt like that was more about me making everyone laugh than about me playing my character. I give characters inspiration after a long rest and then allow them to regain it if one of their character hooks comes into play. I ask players for a list of goals, dependents, psychological limitations, rivals, etc.... When one of them show up in play, the character regains inspiration. For example, one of the characters in a WoG chronicle I'm running lost his family to Iuz during the Greyhawk wars. When he encounters enemies who are clearly followers of Iuz, he gets inspiration. I've been asking for HERO games style complications for characters since the 1980s. Since I write stories around the characters, those characters with more hooks have a better chance for their background to come into play, and they gain inspiration more often than those who are defined only by their abilities. [/QUOTE]
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