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What else to I need to consider for a 5e realism hard mode?
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<blockquote data-quote="TwoSix" data-source="post: 7229823" data-attributes="member: 205"><p>Honestly, I'd go with a modified E6 mode, rather than trying to kneecap some progression but leave other aspects untouched.</p><p></p><p>1) Leveling stops at 4. Then you don't have hit point inflation, high level spells, and attack or cantrip scaling to worry about.</p><p>2) You can drop hex, hunter's mark, smiting if you want, but they'll be less useful with one attack and only 1st level spells (for a paladin).</p><p>3) Short rest is 6 hours, long rest is 72 hours. </p><p>4) I don't see the need to nerf Str hit or Dex damage, but do whatever you need to do. Are all weapons +Dex to hit, + Str to damage? That's not quite as bad.</p><p>5) Keep the ASI at +2, or at least 2 +1s. It is their capstone, after all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>6) After 4, keep acquiring XP, and give the players the ability to spend XP on raising a stat by 1, upgrading their proficiency bonus (expensive!), learning new skills, and maybe acquiring from a select list of feats. You might turn some of the more interesting higher level class abilities into purchasable "feats" as well. I would look at the E6 documentation from the 3.5 days for inspiration.</p><p>7) Give out magic items/boons to taste to allow them to reach a power level you're comfortable with. Maybe in your example, the knight goes on a quest to find a magic sword that can hurt giants, and spends XP to learn a fighting style that allows him to dodge the blows of huge creatures when not wearing armor.</p><p></p><p>Edit:</p><p></p><p>Heh, great minds and all that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="TwoSix, post: 7229823, member: 205"] Honestly, I'd go with a modified E6 mode, rather than trying to kneecap some progression but leave other aspects untouched. 1) Leveling stops at 4. Then you don't have hit point inflation, high level spells, and attack or cantrip scaling to worry about. 2) You can drop hex, hunter's mark, smiting if you want, but they'll be less useful with one attack and only 1st level spells (for a paladin). 3) Short rest is 6 hours, long rest is 72 hours. 4) I don't see the need to nerf Str hit or Dex damage, but do whatever you need to do. Are all weapons +Dex to hit, + Str to damage? That's not quite as bad. 5) Keep the ASI at +2, or at least 2 +1s. It is their capstone, after all. :) 6) After 4, keep acquiring XP, and give the players the ability to spend XP on raising a stat by 1, upgrading their proficiency bonus (expensive!), learning new skills, and maybe acquiring from a select list of feats. You might turn some of the more interesting higher level class abilities into purchasable "feats" as well. I would look at the E6 documentation from the 3.5 days for inspiration. 7) Give out magic items/boons to taste to allow them to reach a power level you're comfortable with. Maybe in your example, the knight goes on a quest to find a magic sword that can hurt giants, and spends XP to learn a fighting style that allows him to dodge the blows of huge creatures when not wearing armor. Edit: Heh, great minds and all that. :) [/QUOTE]
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