Warpiglet-7
Hero
I love the art actually and aesthetic…Now that the hardcovers are finally reasonable priced on DriveThru, I say do it!
I love the art actually and aesthetic…Now that the hardcovers are finally reasonable priced on DriveThru, I say do it!
I'm going to have to look at Dragonbane for that reason alone.
As a DM, I would love to have monster choices be determined by a die roll, so that I don't have to make those decisions.
This is why something like monster roles is such a great idea. Do a custom chart for each monster role. It's an ambusher, use this chart. It's a skirmisher, use this chart. Then make a set of custom d6s. Say color coded to role.
Yeah, symbols on dice are weird and hard to pull off. Typically the dice are also larger to compensate. Looking at my Doctor Who Rory's Story Cubes, they are about 25% larger than your standard d6.
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…
It is funny…even as a player I see it. Once you have new toys and widgets and hat you get used to, it’s hard to get rid of them or lose power.The optional rules for grit work well IME (long rests count as short rests) it takes a long time (week?) to get a long rest.
That is very effective in games I played. Most players don't like it though.
Do you have a container or inventory system you recommend? You like that idea a lot.Some things I've used in the past to varying degrees of success:
- Healer's Kits no longer have an ability attached. They're used with the Medicine skill to stabilize, spending one use per success. This makes the Medicine skill more useful and prevents auto-stabilizing without magic.
- Death Saves no longer restore HP on a 20, but instead count as 2 successes. Do not roll the Death Saves until the character is interacted with, increasing tension as all of them are rolled at once. A character might already be dead or stablized by the time they're healed.
- Death by massive damage occurs when the damage exceeds 0 by their Con score, or if they take damage equal to their Con score while at 0 HP. This makes healing before 0 HP extremely important.
- Darkvision doesn't work while within Bright Light, mimicking Infravision from AD&D. It requires a Bonus Action to switch between them. This means that mixed groups will generally use the same light sources.
- Dim Light has penalties already! Disadvantage to Perception and other sight based checks are really crippling during exploration. A group that goes all Darkvision will be ambushed frequently, as well as trigger traps.
- Travel Rules are useful for more than overland. Characters have to state what they're doing, and I suggest breaking up Looking For Danger and Looking for Traps. Characters that are searching for traps, making a map, or anything else are automatically surprised by sneaking enemies.
- Equipment needs to be tracked, including Container Capacity. Most characters cannot carry even half of what they do by RAW, but most DMs overlook it. Containers are pretty limited, and carrying containers takes hands that aren't using shields, weapons, or casting spells.
- Resting takes longer. Short Rests take 8 hours and Long Rests take a week of downtime. This keeps the party having to return to civilization, which then allows the denizens of the dungeon to adjust to the party's incursions.
I honestly leave it to the players to track. When I'm a player, I just make sure to mark where everything is. Here's an example from my last character:Do you have a container or inventory system you recommend? You like that idea a lot.
Same with bakers kit…like the idea of using up bandages and salves…

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