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The problem with 5e
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<blockquote data-quote="JiffyPopTart" data-source="post: 8140355" data-attributes="member: 4881"><p>Well written OP.</p><p></p><p>A couple things that can make your 5e game more dangerous that are already in the rules of the game and don't involve messing with rest rules.</p><p></p><p>1. As you say, friendlies DO act as cover to ranged attacks.</p><p>2. Visual skill checks are disadvantaged when the party is using darkvision.</p><p>3. A monster hitting a downed PC automatically give them a failed death save.</p><p>4. Levels of exhaustion are hard to shake. They can be given out more freely than when explicitly called for by the few rules hooks that involve them.</p><p>5. The mechanics for losing MAX HP (like from undead hits) can be used to represent injury, disease, or other long term maladies.</p><p></p><p>To roll this all into one individual exploration pillar encounter.</p><p></p><p>Example dangerous situation: The party decides to climb up and over a mountain rather than go around. At the top of the summit they are tired from the effort (the entire party now has one level of exhaustion). They decide to press on to the bottom as there is a comfy cabin there waiting for them. As they descend the sun goes down leaving them in darkness. The party, all elves and dwarves, doesn't bother with torches or light spells to remain hidden from nearby lurking dangers. They make a series of Climb checks (at disadvantage because they are climbing at night), and two of the party get some really bad results. Finally as dawn breaks and they arrive at the cabin (now with two levels of exhaustion) the wizard and the rogue are nursing a twisted ankle (-7 MAX HP) and a mild concussion (-3 MAX HP). Ready to take a full day of rest to move on, the party opens the cabin door to reveal its been overrun with the goblins they were avoiding during the night. Roll Inititative.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8140355, member: 4881"] Well written OP. A couple things that can make your 5e game more dangerous that are already in the rules of the game and don't involve messing with rest rules. 1. As you say, friendlies DO act as cover to ranged attacks. 2. Visual skill checks are disadvantaged when the party is using darkvision. 3. A monster hitting a downed PC automatically give them a failed death save. 4. Levels of exhaustion are hard to shake. They can be given out more freely than when explicitly called for by the few rules hooks that involve them. 5. The mechanics for losing MAX HP (like from undead hits) can be used to represent injury, disease, or other long term maladies. To roll this all into one individual exploration pillar encounter. Example dangerous situation: The party decides to climb up and over a mountain rather than go around. At the top of the summit they are tired from the effort (the entire party now has one level of exhaustion). They decide to press on to the bottom as there is a comfy cabin there waiting for them. As they descend the sun goes down leaving them in darkness. The party, all elves and dwarves, doesn't bother with torches or light spells to remain hidden from nearby lurking dangers. They make a series of Climb checks (at disadvantage because they are climbing at night), and two of the party get some really bad results. Finally as dawn breaks and they arrive at the cabin (now with two levels of exhaustion) the wizard and the rogue are nursing a twisted ankle (-7 MAX HP) and a mild concussion (-3 MAX HP). Ready to take a full day of rest to move on, the party opens the cabin door to reveal its been overrun with the goblins they were avoiding during the night. Roll Inititative. [/QUOTE]
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