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Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="CubicsRube" data-source="post: 7641053" data-attributes="member: 6848185"><p>When I next run 5e I'd like to do the following: </p><p></p><p>1. Have players make an AC roll while monsters have a static Attack Rating - numbers don't change but it gopefully will help the players feel more like they are reacting, and takes some mathwerk off me.</p><p></p><p>2. Have bonds traits and the like give advantage once per session if applicable - i find it unthematic to bank inspiration for this for a later role. I'd rather someone with the ideal "the perfect thief is an unseen thief. I strive to be perfect" to allow the player to take advantage on a stealth or hide roll once a session.</p><p></p><p>3. Give inspiration to the party in a lord of the rings way. If they have a good feast, go to a festival, aid some orhpans, stumble upon magical groves, anything that inspires and fills with hope. - works as a lifeline if things get tough and also gives some mechanical weight to the pcs doing nice things.</p><p></p><p>4. Lean on exhaustion mechanics and lighting effects more heavily, (e.g, even darkvision has disadvantage on perception when in darkness) - this is really just using them raw, but ensuring they see more action in play.</p><p></p><p>5. Encourage working together rules (if the other pc can reasonably help) - this along with inspiration and traits work to ofset negative conditions.</p><p></p><p>6. Get rid of hit dice. Short rest you heal 1/4 round down of your max hp. Long rest you heal 1/2 round down of your max hp. - this is a house ruke and i was going to leave it off. But it's a mechanic that just isn't used enough to justify it's existence.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7641053, member: 6848185"] When I next run 5e I'd like to do the following: 1. Have players make an AC roll while monsters have a static Attack Rating - numbers don't change but it gopefully will help the players feel more like they are reacting, and takes some mathwerk off me. 2. Have bonds traits and the like give advantage once per session if applicable - i find it unthematic to bank inspiration for this for a later role. I'd rather someone with the ideal "the perfect thief is an unseen thief. I strive to be perfect" to allow the player to take advantage on a stealth or hide roll once a session. 3. Give inspiration to the party in a lord of the rings way. If they have a good feast, go to a festival, aid some orhpans, stumble upon magical groves, anything that inspires and fills with hope. - works as a lifeline if things get tough and also gives some mechanical weight to the pcs doing nice things. 4. Lean on exhaustion mechanics and lighting effects more heavily, (e.g, even darkvision has disadvantage on perception when in darkness) - this is really just using them raw, but ensuring they see more action in play. 5. Encourage working together rules (if the other pc can reasonably help) - this along with inspiration and traits work to ofset negative conditions. 6. Get rid of hit dice. Short rest you heal 1/4 round down of your max hp. Long rest you heal 1/2 round down of your max hp. - this is a house ruke and i was going to leave it off. But it's a mechanic that just isn't used enough to justify it's existence. [/QUOTE]
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