Warmaster Horus
Explorer
Maxing out monster HP makes for tough battles.
Thanks for helping me clarify. So I'm trying to fix (in no particular order) BBEG viability, Wile E Coyote falling damage, character hit point bloat, rocket tag, and video game style natural healing along with a few other odds and ends.
<odds and ends> for example: having a system that would support a story like Steinbeck's The Acts of King Arthur and His Noble Knights wherein a valiant knight hears about a terrible giant wreaking havoc on the country-side. After gathering information about the giant, he decides on a strategy to defeat the giant in combat. The knight sharpens his sword and removes his armor and relies on his dexterity to avoid getting hit. His strategy is a successful one he avoids the giant's initial attack and delivers a critical wound to the giant. (I would guess the "giant" in this story may be best represented in D&D by an ogre)
Heh, great minds and all that.Looking at all this, it occurs to me that much of it could be solved with the E6 solution. If you're not familiar with E6, it was an idea someone came up with for 3E, where you simply cap the PCs at 6th level. Once they hit 6th, they no longer gain levels; instead, every so many experience points, they get an extra feat. (Some additional feats were added to fill in gaps, like adding new spells known.)
The idea is to stop the PCs' "vertical" advancement (getting better at what they currently do) and focus them on "horizontal" advancement (learning to do new things).
E6 should port pretty well into 5E. Everything works normally up to 6th level. At 6th level, you stop gaining levels; but every 10K or 15K experience points, you get an ASI, which you can convert to a feat as normal. This will stop the party's damage output from scaling to infinity, limit their hit points, and limit their access to save-or-lose effects.
Stop coddling your PCs. In my day, we made system shock checks whenever we got up in the morning.Every PC starts with a random physical ailment. (Bad teeth, poor eyesight, gout, lame leg, back injury, STD, etc.)
Every PC must make a con save every week or come down with a random disease.
After every combat in which a PC loses half or more of their HP, they have to check to see if they've received a long term wound or permanent physical injury (losing a finger, ear, or eye, major scarring, etc.)
Every year, PC's must roll a con save or be stricken with a life threatening or life changing ailment (cancer, heart failure, kidney failure, cataracts, losing a point from a random physical stat, etc).
If you're looking for more of a story/novel style game and less of a "game" in feel, you don't need all these rules changes. Honestly, looking over your rules tweaks it seems that you're just making high level play impossible. With all these rules, you're limiting the threats a PC can handle and taking their ability to handle things beyond a certain CR right off the table.
If you want your D&D campaign to feel more like a novel and less like a game, the last thing you want to do is add or tweak rules. Just focus more on story and social interaction with combat only happening where it makes sense. If you want to add a gritty feel, use the options rules for resting that makes recovery a lot longer.
If you really want more of a mechanical impact, start doing things like tracking resources and encumbrance. If your quiver only holds 20 arrows, you can't just sit back and shoot forever. Make them pay for or find those expensive spell components.
The trick here is that you have to be really descriptive in your sessions. Whatever you emphasize in a game is what the players will deem important. If story is the focus, they'll gravitate towards that. If combat is the focus, they'll gravitate towards the rules. Give them lots to investigate, discuss, maneuver around (socially and politically) and that will deliver your novel experience. Do it all the time, even in combat. Really describe that marshy swamp they get ambushed in, then add in mechanics like difficult terrain for the muddy ground. Things like that.
As someone who has both killed plenty of players and had plenty of characters die, the game can be plenty dangerous without all these rules adjustments.
Looking at all this, it occurs to me that much of it could be solved with the E6 solution. If you're not familiar with E6, it was an idea someone came up with for 3E, where you simply cap the PCs at 6th level. Once they hit 6th, they no longer gain levels; instead, every so many experience points, they get an extra feat. (Some additional feats were added to fill in gaps, like adding new spells known.)
The idea is to stop the PCs' "vertical" advancement (getting better at what they currently do) and focus them on "horizontal" advancement (learning to do new things).
E6 should port pretty well into 5E. Everything works normally up to 6th level. At 6th level, you stop gaining levels; but every 10K or 15K experience points, you get an ASI, which you can convert to a feat as normal. This will stop the party's damage output from scaling to infinity, limit their hit points, and limit their access to save-or-lose effects.
You'll probably also want to use the optional rules in the DMG for "gritty" rests, where a short rest is 6 hours of sleep and a long rest is a week of downtime. That should tackle the natural healing issue.
Hmm. That's a trickier thing, since it requires a fundamental change to how D&D models defenses. How important is this specific example? If you really want to do this one thing, the least disruptive way would be to have certain monsters be "slow"--the monster has a high attack bonus, but it's reduced by the enemy's Dex modifier after armor.
For example, say the giant has attack bonus +10, and its enemy is a fighter with Dex 18. In full plate, the fighter has AC 18 and no Dex mod after armor, so the giant hits on 8 or better. If the fighter swaps the full plate for studded leather, the fighter's AC goes down to 16, but the giant gets -4 to hit, requiring a 10 or better. You could even make the penalty be double the Dex modifier, to make the difference really dramatic.
There is the optional rule for lingering injuries in the DMG (p. 272).