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<blockquote data-quote="overgeeked" data-source="post: 9541364" data-attributes="member: 86653"><p>There are a few threads out there on the topic. Here's one:</p><p></p><p><a href="https://www.enworld.org/threads/how-do-you-make-5e-more-challenging.703255/" target="_blank">D&D 5E - [+] How do you make 5E more challenging?</a> </p><p></p><p>The long and short of it is: you'll need to <em>heavily</em>, <em>heavily</em> modify 5E to get it anywhere close to the lethality and feel of old-school play. </p><p></p><p>Using gritty realism or Haven rests is a start. Gritty is in the 2014 DMG. Haven rests is basically you only get to long rest in designated places, usually incredibly safe locales like a village or a town. </p><p></p><p>You'll want to check that combats are at least 2x deadly as the absolute floor for anything approaching old-school combat. Or the equivalent by doubling the number of monsters, doubling their attacks, and doubling the damage each attack does. Or present such overwhelming forces that the PCs cannot possibly be dumb enough to charge, say 50 orcs at 1st level, and thereby forcing them to think their way around combats instead of simply charging in.</p><p></p><p>Remove death saves and let PCs die outright at zero HP. Bring back save or suck, i.e. fail one save and you're petrified...no three saves and at worst you'll be okay after an easily accessible spell is cast.</p><p></p><p>Check out the Monsters Know What They're Doing blog and books. Read up on the monsters included in the module and play them to the hilt. Always go for the kill. </p><p></p><p>You'll need to either entirely rework the exploration rules, ban several spells feats backgrounds and classes, or just accept that exploration won't be something you can challenge the PCs with. Which utterly wrecks the old-school vibe. </p><p></p><p>That's just the stuff off the top of my head. There's a lot more in that linked thread. It's an incredibly long list of things you'll need to change to get 5E to feel like a dangerous old-school game.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9541364, member: 86653"] There are a few threads out there on the topic. Here's one: [URL="https://www.enworld.org/threads/how-do-you-make-5e-more-challenging.703255/"]D&D 5E - [+] How do you make 5E more challenging?[/URL] The long and short of it is: you'll need to [I]heavily[/I], [I]heavily[/I] modify 5E to get it anywhere close to the lethality and feel of old-school play. Using gritty realism or Haven rests is a start. Gritty is in the 2014 DMG. Haven rests is basically you only get to long rest in designated places, usually incredibly safe locales like a village or a town. You'll want to check that combats are at least 2x deadly as the absolute floor for anything approaching old-school combat. Or the equivalent by doubling the number of monsters, doubling their attacks, and doubling the damage each attack does. Or present such overwhelming forces that the PCs cannot possibly be dumb enough to charge, say 50 orcs at 1st level, and thereby forcing them to think their way around combats instead of simply charging in. Remove death saves and let PCs die outright at zero HP. Bring back save or suck, i.e. fail one save and you're petrified...no three saves and at worst you'll be okay after an easily accessible spell is cast. Check out the Monsters Know What They're Doing blog and books. Read up on the monsters included in the module and play them to the hilt. Always go for the kill. You'll need to either entirely rework the exploration rules, ban several spells feats backgrounds and classes, or just accept that exploration won't be something you can challenge the PCs with. Which utterly wrecks the old-school vibe. That's just the stuff off the top of my head. There's a lot more in that linked thread. It's an incredibly long list of things you'll need to change to get 5E to feel like a dangerous old-school game. [/QUOTE]
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