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What else to I need to consider for a 5e realism hard mode?
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<blockquote data-quote="manduck" data-source="post: 7229768" data-attributes="member: 6801718"><p>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. </p><p></p><p>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 DMG has great advice on different play styles. Redesigning the classes to take away what makes them work is a lot of effort for little reward. There are plenty of ways to challenge a group without taking away every little aspect of a class that does damage. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="manduck, post: 7229768, member: 6801718"] 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 DMG has great advice on different play styles. Redesigning the classes to take away what makes them work is a lot of effort for little reward. There are plenty of ways to challenge a group without taking away every little aspect of a class that does damage. 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. [/QUOTE]
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What else to I need to consider for a 5e realism hard mode?
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