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<blockquote data-quote="Charlaquin" data-source="post: 7835955" data-attributes="member: 6779196"><p>I’m all for tweaking the parameters of 5e to make it more challenging, I just don’t really think nerfing player HP and rest values really accomplishes that. D&D is fundamentally a game of resource management. If you want to up the difficulty, you need to spread the player’s resources thinner, rather than depleting them faster. And increasing the amount of in-game it takes to replenish their resources doesn’t accomplish that because players will always spend whatever amount of in-game time they need to fully replenish their resources once they are depleted, which will always take little to no table time. What you need to do instead is restrict the conditions under which resources can be replenished.</p><p></p><p>In 5e as written, hit points are an encounter resource and hit dice are an adventuring day resource. To up the difficulty, make HP an adventuring day resource and make HD an adventure resource. To accomplish this, limit players to one short rest per day (you could make it take 8 hours if you want, the amount of time is inconsequential, it’s the daily limit that matters) and make long rests take downtime (again, how much downtime doesn’t really matter, the important thing is that they have to be in the safety of town to take one.) Where decreasing HP just makes the players have to hit the rest button sooner, limiting the conditions under which they can hit the rest button will force them to be more conservative with their resource expenditure, thereby making the attrition game harder.</p><p></p><p>I suppose if you wanted to really go whole-ham, you could make HP an adventure resource and make HD a <em>campaign</em> resource, but that might be a bit too brutal even for the hardest of hardcore.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7835955, member: 6779196"] I’m all for tweaking the parameters of 5e to make it more challenging, I just don’t really think nerfing player HP and rest values really accomplishes that. D&D is fundamentally a game of resource management. If you want to up the difficulty, you need to spread the player’s resources thinner, rather than depleting them faster. And increasing the amount of in-game it takes to replenish their resources doesn’t accomplish that because players will always spend whatever amount of in-game time they need to fully replenish their resources once they are depleted, which will always take little to no table time. What you need to do instead is restrict the conditions under which resources can be replenished. In 5e as written, hit points are an encounter resource and hit dice are an adventuring day resource. To up the difficulty, make HP an adventuring day resource and make HD an adventure resource. To accomplish this, limit players to one short rest per day (you could make it take 8 hours if you want, the amount of time is inconsequential, it’s the daily limit that matters) and make long rests take downtime (again, how much downtime doesn’t really matter, the important thing is that they have to be in the safety of town to take one.) Where decreasing HP just makes the players have to hit the rest button sooner, limiting the conditions under which they can hit the rest button will force them to be more conservative with their resource expenditure, thereby making the attrition game harder. I suppose if you wanted to really go whole-ham, you could make HP an adventure resource and make HD a [I]campaign[/I] resource, but that might be a bit too brutal even for the hardest of hardcore. [/QUOTE]
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