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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="Manbearcat" data-source="post: 8869549" data-attributes="member: 6696971"><p>Alright, so to the main point of the post. What would I do if I were to try to project doing something like Torchbearer-ifying 5e D&D for One D&D:</p><p></p><p><strong>LONG REST </strong>- Short or Medium Dungeons = No Long Rest. Long Dungeon = 1 x Long Rest. There should be a formula for each of these lengths with detailed dungeon (dungeon is a generic term here...could be wilderness, could be haunted house, etc) information including # of Obstacles/Problem Areas and associated DCs of Obstacles/Problem Areas. Intricate guidance on how to build out a dungeon from mapping to theming to stocking.</p><p></p><p><strong>TURNS, TESTS, & TWISTS (or Success + Exhaustion) </strong>- Every Ability Check would be a Turn. Every Turn would be a Test/Contest. I would nail down DCs to lower, table-facing numbers. I would then do just like BW/MG/TB and have Factors that elevate that DC by 1 or 2, which are cumulative. Failure = either (a) Success + a level of Exhaustion or (b) a Twist (the situation changes to present a new Obstacle).</p><p></p><p><strong>EXHAUSTION & THE GRIND </strong>- 6 levels of Exhaustion. 6 Conditions (excusing Fresh and Dead) in Torchbearer (which came out 1.2 years before 5e. Coincidence? Doubt it. I would institute The Grind from Torchbearer where every 4 Turns, each PC gets 1 level of Exhaustion and name them in the same fashion; Hungry/Thirsty > Angry > Afraid > Exhausted > Injured > Sick. You can recover Hungry/Thirsty by eating a Ration or drinking 1 portion of Water from your Skin. The other levels of Exhaustion are recovered like normal or in Camp where you spend a Hit Dice to make a save against the DC and Ability associated with the Condition/Level of Exhaustion.</p><p></p><p><strong>REDO INVENTORY</strong> - Redo it from the ground up and treat it like Torchbearer. You're effectively loading out sections of your body; Head, Torso, Neck, Hands, Feet, Belt, Pocket, Backpack. Redo the costs, the durations, the portions of items in a "stack", what various totes can carry. You'll have to do this with treasure (gems, cutlery, purse of coin vs trunk) etc). You'll have to change everything to be Coin-based to normalize things.</p><p></p><p><strong>CAMP </strong>- Make a Test against The Grind to attempt to establish a safe camp w/ DC of increasing Factors based on amenities you want (Water, Game nearby, Shelter, Concealment). Everyone has to spend 1 Hit Dice to go into Camp phase to recover conditions, possibly resupply Food/Water, repair broken Proficiency Tools (from Twists) or helms and what not. Someone has to Keep Watch and they cannot make any Tests to recover et al in camp. Make a Camp Events Roll (which would need to be made for each subtype of Dungeons; eg Wilderness, Caverns) against a table (level of danger + Concealment + Shelter are Factors). Spend 1 HD for each thing you want to do in Camp and make a Test.</p><p></p><p><strong>COIN </strong>- Normalize it. No Gold, Silver, Copper. Just Coin and associated value per items purchased and slot encumbrance for x value of coins (eg 1 Backpack Slot = 30 Coins or whatever).</p><p></p><p><strong>MAGIC </strong>- Every_single_spell requires a Test (eg Int and Arcana for Wizards) against The Grind to cast (or a Hit Die spent in Camp rather than The Grind) with + Factor for every odd Spell Level (so +1 Factor for 1, +2 for 3, etc) and the Base DC not being insignificant. This should yield a high risk profile and volatility for Spellcasters. Casting Spells will yield a lot of Twists (new Obstacles faced) or Conditions stacked on the Spellcaster. You'd need to get this base DC right (it should be sufficiently high to trigger at least 50 % Twist or Success/Condition). This should deeply incentivize Lightbearing because spellcasting = Grind ticked for everyone and Twists/Conditions.</p><p></p><p>++++++++++++++</p><p></p><p>I would start with that and see how it fares. It would need a lot of work and a lot of stress-testing to get it right.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8869549, member: 6696971"] Alright, so to the main point of the post. What would I do if I were to try to project doing something like Torchbearer-ifying 5e D&D for One D&D: [B]LONG REST [/B]- Short or Medium Dungeons = No Long Rest. Long Dungeon = 1 x Long Rest. There should be a formula for each of these lengths with detailed dungeon (dungeon is a generic term here...could be wilderness, could be haunted house, etc) information including # of Obstacles/Problem Areas and associated DCs of Obstacles/Problem Areas. Intricate guidance on how to build out a dungeon from mapping to theming to stocking. [B]TURNS, TESTS, & TWISTS (or Success + Exhaustion) [/B]- Every Ability Check would be a Turn. Every Turn would be a Test/Contest. I would nail down DCs to lower, table-facing numbers. I would then do just like BW/MG/TB and have Factors that elevate that DC by 1 or 2, which are cumulative. Failure = either (a) Success + a level of Exhaustion or (b) a Twist (the situation changes to present a new Obstacle). [B]EXHAUSTION & THE GRIND [/B]- 6 levels of Exhaustion. 6 Conditions (excusing Fresh and Dead) in Torchbearer (which came out 1.2 years before 5e. Coincidence? Doubt it. I would institute The Grind from Torchbearer where every 4 Turns, each PC gets 1 level of Exhaustion and name them in the same fashion; Hungry/Thirsty > Angry > Afraid > Exhausted > Injured > Sick. You can recover Hungry/Thirsty by eating a Ration or drinking 1 portion of Water from your Skin. The other levels of Exhaustion are recovered like normal or in Camp where you spend a Hit Dice to make a save against the DC and Ability associated with the Condition/Level of Exhaustion. [B]REDO INVENTORY[/B] - Redo it from the ground up and treat it like Torchbearer. You're effectively loading out sections of your body; Head, Torso, Neck, Hands, Feet, Belt, Pocket, Backpack. Redo the costs, the durations, the portions of items in a "stack", what various totes can carry. You'll have to do this with treasure (gems, cutlery, purse of coin vs trunk) etc). You'll have to change everything to be Coin-based to normalize things. [B]CAMP [/B]- Make a Test against The Grind to attempt to establish a safe camp w/ DC of increasing Factors based on amenities you want (Water, Game nearby, Shelter, Concealment). Everyone has to spend 1 Hit Dice to go into Camp phase to recover conditions, possibly resupply Food/Water, repair broken Proficiency Tools (from Twists) or helms and what not. Someone has to Keep Watch and they cannot make any Tests to recover et al in camp. Make a Camp Events Roll (which would need to be made for each subtype of Dungeons; eg Wilderness, Caverns) against a table (level of danger + Concealment + Shelter are Factors). Spend 1 HD for each thing you want to do in Camp and make a Test. [B]COIN [/B]- Normalize it. No Gold, Silver, Copper. Just Coin and associated value per items purchased and slot encumbrance for x value of coins (eg 1 Backpack Slot = 30 Coins or whatever). [B]MAGIC [/B]- Every_single_spell requires a Test (eg Int and Arcana for Wizards) against The Grind to cast (or a Hit Die spent in Camp rather than The Grind) with + Factor for every odd Spell Level (so +1 Factor for 1, +2 for 3, etc) and the Base DC not being insignificant. This should yield a high risk profile and volatility for Spellcasters. Casting Spells will yield a lot of Twists (new Obstacles faced) or Conditions stacked on the Spellcaster. You'd need to get this base DC right (it should be sufficiently high to trigger at least 50 % Twist or Success/Condition). This should deeply incentivize Lightbearing because spellcasting = Grind ticked for everyone and Twists/Conditions. ++++++++++++++ I would start with that and see how it fares. It would need a lot of work and a lot of stress-testing to get it right. [/QUOTE]
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