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<blockquote data-quote="Shiroiken" data-source="post: 9541900" data-attributes="member: 6775477"><p>Some things I've used in the past to varying degrees of success:</p><p></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul></blockquote><p></p>
[QUOTE="Shiroiken, post: 9541900, member: 6775477"] Some things I've used in the past to varying degrees of success: [LIST] [*]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. [/LIST] [/QUOTE]
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