D&D 5E Optimizing for more grit…

The more I think about it, the less thrilled I am with cantrips for this type of adventure. I am thinking only 1st level and above can ct through the dark magic in the tomb to escape entropy…and actually have a cohesive effect.

If I do this I would be telling people up front so they don’t double down on cantrip builds
 

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So up front: I cut my teeth on 1e. Loved it. Liked and played 3e for a while: at home now with 5e…

I just got (and love!!!) barrowmaze for 5e.

I would like to increase the grit in my 5e game for a this old school dungeon. Suggestions welcome save one: I am not running a retroclone nor switching systems at this time. Might get into dragonslayer one day?

What can I do to make this as old school/harrowing as possible? Use optional rules for healing and spell recovery was one thought…

Suggestions about this or other things welcome…
Play Symbaroum -> get more grit!
 

The more I think about it, the less thrilled I am with cantrips for this type of adventure. I am thinking only 1st level and above can ct through the dark magic in the tomb to escape entropy…and actually have a cohesive effect.

If I do this I would be telling people up front so they don’t double down on cantrip builds
For a grittier game, I'm all in on limiting cantrips. Either limit them per day, or require a check each time you use them, with a failed check removing it as an option until after a long rest.
 

I have a single houserule in my game: no magic exists to bring creatures back from the dead. This means that revivify, raise dead, resurrection don't exist.

Then, whatever houserule you use if any, it's a question of balancing your encounters. If you move your dial towards more difficult, well it will be... More difficult :) If your encounters come without the possibility of resting, then it further increases difficulty. Managing encounters is story-related, so this usually takes some upstream work. With no coming back from the dead, the rules makes for more tension = grit.

Removing cantrips (and some other suggestions in this thread) have significant impact on character building. For instance playing a warlock without cantrips makes no sense, so you're essentially ruling out a class. Non-magic using classes all become relatively stronger. I would avoid this kind of game-imbalancing change. As a player, I would not appreciate that kind of class modification, and if I wanted to play in that game, I would undoubtedly select a non-caster class so as not to have to live with the nerf. I mean, fighters, barbarians, rogues, they kick ass, getting the wind out of spellcasters by removing their go-to basic attacks is not a trivial modification.

Whatever houserule your wish to implement to crank up the grit, I recommend discussing it with your players and getting consensus on the houserules beforehand. It will reduce frustration a lot on the players' side. For instance all my players buyed in on the no coming back from the dead rule. We discussed it, what is means, why I was proposing it. I asked them if they agreed to that rule or not, and if they did not I would simply not implement it. They bought it and we're playing with it.
 

I've never actually used such a thing before in D&D, but I keep wanting to introduce a few status effects that represent wounds and injuries beyond straight hp loss. Debilitating stuff like sprains, broken bones, longer-lasting physical damage, or just large amounts of pain. Things one can impose when one takes massive strikes, or falls off a cliff - that a person realistically shouldn't be just getting up from.

Might be one way to go for a more gritty game.
 

Carried Equipment (50/100/150 – 140.5 lbs.)
Worn/Carried (29 lb): Studded Leather Armor (10 lb), Component Pouch (2 lb), Fine Clothes (6 lb), Light Crossbow (5 lb), Crossbow Case (1 lb), Backpack (5 lb)
Belt & Baldric (7 lb): 3x Dagger (1 lb), 4x pouch (1 lb)
Crossbow Bolt Case (1.5 lb): 20 bolts
Backpack (30 /30 lb) Bedroll (7 lb), Book of Lore (5 lb), Fine Clothes (6 lb), Mess Kit (1 lb), 2x Slung Sack (0.5 lb), 5x Rations (2 lb)
Sack 1 (30/30 lb): 15x Rations (2 lb)
Sack 2 (30/30 lb): 15x Rations (2 lb)
Pouch 1 - Silk (6/6 lb): coins (4 lb), Acid Vial (1 lb) , Alchemist Fire (1 lb)
Pouch 2 - Leather (1/6 lb): Pipe, 4x lb Pipeweed, 10x Requiem Clay, 3x Requiem Bliss, 1 lb Opium
Pouch 3 - Cloth (0/6 lb): Ink vial, Ink Pen, Blotting Sand Bag, Small Knife, 10x Chalk (various color), 10x parchment, 3x signet rings, 5x sealing wax
Pouch 4 - Cloth (6/6 lb): Holy Water (1 lb), 5x Potion of Healing (1 lb)
You seem to be missing something pretty vital... waterskins (or wine if you prefer...). I'd repalce sack #2 with waterskins instead.

Otherwise, love it. Great organization and detail!
 

You seem to be missing something pretty vital... waterskins (or wine if you prefer...). I'd repalce sack #2 with waterskins instead.

Otherwise, love it. Great organization and detail!
It was an old character, so I don't remember the details, but you're totally right :blush:
 

It was an old character, so I don't remember the details, but you're totally right :blush:
LOL it happens. But for all I knew, you might have had a party member with water via spells or an item so didn't "need" to carry any yourself... 🤷‍♂️

Eitherway, as I said, love the detail and organization of it.
 

New idea:

Darkvision is an ability you toggle on/off. If you have it on and a bright light comes on in your field of vision, you have Disadvantage on checks that depend on vision for 1d4 rounds. (Works both ways, so makes for a useful monster ambushing tactic.)
 

I've never actually used such a thing before in D&D, but I keep wanting to introduce a few status effects that represent wounds and injuries beyond straight hp loss. Debilitating stuff like sprains, broken bones, longer-lasting physical damage, or just large amounts of pain. Things one can impose when one takes massive strikes, or falls off a cliff - that a person realistically shouldn't be just getting up from.

Might be one way to go for a more gritty game.
In 5E, those would probably all be represented by disadvantage on various types of rolls, I think, and would be fixed by various spells already in the clerical toolkit (and in some cases, time). Go for it!
 

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