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Tweaks to 5E for specific play purposes
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<blockquote data-quote="GMMichael" data-source="post: 8115736" data-attributes="member: 6685730"><p><img src="https://media0.giphy.com/media/AW0DVIu30Klgs/200.gif" alt="mad australia GIF" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>Two things you should look at when going for specific playstyles: basic assumptions and deep-seated rules.</p><p></p><p>D&D has some basic assumptions that make certain playstyles difficult. One is that higher-level characters have more hit points, and hit points prevent death. This assumption results in problems like "why doesn't a dagger to the throat kill?", "why doesn't a 200-foot fall result in death?", and "even a kobold is hard to kill, given enough character levels." Another basic assumption is that players control their characters down to a visceral level, given all the rules presented in the PHB, and all the detail on the character sheet. Another: combat must be conducted according to the rules in the combat chapter...</p><p></p><p>Changing some rules can be tricky in D&D, because some rules affect not just other rules, but how the game is written. For example, it's one thing to let PCs heal with a hit die on a short rest and gain an extra 5 HP. But if you tinker with what a hit die is - you're potentially affecting levels, hit points, healing, and the PCs' efficacy against monsters of a certain CR.</p><p></p><p>If your mods touch on either of these issues, you're wandering into game design or another game, and no longer tweaking.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8115736, member: 6685730"] [IMG alt="mad australia GIF"]https://media0.giphy.com/media/AW0DVIu30Klgs/200.gif[/IMG] Two things you should look at when going for specific playstyles: basic assumptions and deep-seated rules. D&D has some basic assumptions that make certain playstyles difficult. One is that higher-level characters have more hit points, and hit points prevent death. This assumption results in problems like "why doesn't a dagger to the throat kill?", "why doesn't a 200-foot fall result in death?", and "even a kobold is hard to kill, given enough character levels." Another basic assumption is that players control their characters down to a visceral level, given all the rules presented in the PHB, and all the detail on the character sheet. Another: combat must be conducted according to the rules in the combat chapter... Changing some rules can be tricky in D&D, because some rules affect not just other rules, but how the game is written. For example, it's one thing to let PCs heal with a hit die on a short rest and gain an extra 5 HP. But if you tinker with what a hit die is - you're potentially affecting levels, hit points, healing, and the PCs' efficacy against monsters of a certain CR. If your mods touch on either of these issues, you're wandering into game design or another game, and no longer tweaking. [/QUOTE]
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