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The Tales from the Yawning Portal Classic-Dungeon-Crawl Variant Rules Package
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<blockquote data-quote="Flamestrike" data-source="post: 7077413" data-attributes="member: 6788736"><p>There is a reason behind all of them. Many are tweaks that I've had to implement because of the gritty realism rest variant.</p><p></p><p>Rogues cop a slight nerf with sneak attack only been allowed once per turn on their turn. Pretty much all of a rogues abilities are at will, so the longer adventuring in day doesn't hurt them at all and in fact helps them.</p><p></p><p>Barbarians get heavily nerfed having to stretch 2 to 4 rages over much of their career over an entire ten-day period (the campaign will be based in Faerun so a week/ long rest is <strong>10 days </strong>long). I gave them a fighting style to compensate.</p><p></p><p>Champions got a slight buff to account for me taking some of the oomph of great weapon mastery and SharpShooter. Firstly remarkable athlete lets them at half their proficiency bonus to all strength, dexterity and constitution checks. If a skill applys in the champion is proficient in it, then they can also apply that. This gives them an edge with athletics checks, initiative and also making a death saving throws. Nerfing down the great weapon mastery and SharpShooter feats, left room for a weapon specialisation feet which has a special ability that triggers on a critical (Which plays really nice with the champions improved critical ability).</p><p></p><p>Full casters get hit the hardest. Not only is their hit dice reduced by one dice step, but it also takes 10 days of rest for them to get their spells back. In addition it is now possible to miscast a spell when you have the grappled, restrained and poisoned conditions or three or more levels of exhaustion.</p><p></p><p>In exchange, all spellcasters now have the option of burning a level of exhaustion instead of a spell slot when they cast a spell of fifth level or lower. With levels of exhaustion returning overnight, this means that every spellcaster will have at least one spell per day they can safely cast sven if all of slots are burnt.</p><p></p><p>I've included healing surges as a counter to the much slower healing rate (I implemented it for pacing concerns mainly). It should result in dungeons being less scary then they normally would be under the gritty rest variant. Basically you get the benefits of up to spending up to half your hit dice is an action once per day. This also eases the burden on the spell casters who no longer have to burn through as many spell slots to heal.</p><p></p><p>The hit bonus of the archery fighting style was removed. In its place it now lets a character with a ranged weapon fire a shot at a reaction at any creature he can see that moves or takes any actions on turn one. In effect it provides for the ability to fire an opening volley at the start of combat before creatures close to melee range.</p><p></p><p>Pretty much all of the other changes were simply implemented to dial up the difficulty a notch or two, and to hack in a more OSR feel to the game.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7077413, member: 6788736"] There is a reason behind all of them. Many are tweaks that I've had to implement because of the gritty realism rest variant. Rogues cop a slight nerf with sneak attack only been allowed once per turn on their turn. Pretty much all of a rogues abilities are at will, so the longer adventuring in day doesn't hurt them at all and in fact helps them. Barbarians get heavily nerfed having to stretch 2 to 4 rages over much of their career over an entire ten-day period (the campaign will be based in Faerun so a week/ long rest is [B]10 days [/B]long). I gave them a fighting style to compensate. Champions got a slight buff to account for me taking some of the oomph of great weapon mastery and SharpShooter. Firstly remarkable athlete lets them at half their proficiency bonus to all strength, dexterity and constitution checks. If a skill applys in the champion is proficient in it, then they can also apply that. This gives them an edge with athletics checks, initiative and also making a death saving throws. Nerfing down the great weapon mastery and SharpShooter feats, left room for a weapon specialisation feet which has a special ability that triggers on a critical (Which plays really nice with the champions improved critical ability). Full casters get hit the hardest. Not only is their hit dice reduced by one dice step, but it also takes 10 days of rest for them to get their spells back. In addition it is now possible to miscast a spell when you have the grappled, restrained and poisoned conditions or three or more levels of exhaustion. In exchange, all spellcasters now have the option of burning a level of exhaustion instead of a spell slot when they cast a spell of fifth level or lower. With levels of exhaustion returning overnight, this means that every spellcaster will have at least one spell per day they can safely cast sven if all of slots are burnt. I've included healing surges as a counter to the much slower healing rate (I implemented it for pacing concerns mainly). It should result in dungeons being less scary then they normally would be under the gritty rest variant. Basically you get the benefits of up to spending up to half your hit dice is an action once per day. This also eases the burden on the spell casters who no longer have to burn through as many spell slots to heal. The hit bonus of the archery fighting style was removed. In its place it now lets a character with a ranged weapon fire a shot at a reaction at any creature he can see that moves or takes any actions on turn one. In effect it provides for the ability to fire an opening volley at the start of combat before creatures close to melee range. Pretty much all of the other changes were simply implemented to dial up the difficulty a notch or two, and to hack in a more OSR feel to the game. [/QUOTE]
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