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What else to I need to consider for a 5e realism hard mode?
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<blockquote data-quote="snickersnax" data-source="post: 7229850" data-attributes="member: 6888204"><p>I feel like I need to do something. Right now high level seems impossibly easy. I could do and have done what others recommend: double monster hit points, add extra henchmen for the BBEG, add extra encounters to deplete party resources, add urgency to adventures so the party feels compelled to continue even when they know they are over-extending. But it would be nice if this were unnecessary. </p><p></p><p></p><p></p><p>I've never used the RAW HD system for hit point recovery, there are so many opportunities for healing by class features that party rarely has any problems with this. I can't imagine playing RAW for hit point recovery. </p><p></p><p> </p><p></p><p>Already do all that</p><p></p><p></p><p></p><p>I already do a fair bit of this, but I'm sure that I could improve this area. Thanks for this advice</p><p></p><p></p><p></p><p>It also depends on your players. If you have a group that just bumbles along like they are going out for a picnic, they die easy. I you have a group that only fights when they know they can win, when they gather information and double check sources, when they spend more time discovering weaknesses and countering strengths in their opponents than they do fighting, when they plan for contingencies if they fail as individuals and as a group. When they calculate risks like actuaries. Then I think the game needs some harder rules. </p><p></p><p>Sure I could and do surprise them with unknown or unknowable situations, but they are careful and professional. Its hard to threaten much less kill characters like that without making situations that seem ridiculous.</p></blockquote><p></p>
[QUOTE="snickersnax, post: 7229850, member: 6888204"] I feel like I need to do something. Right now high level seems impossibly easy. I could do and have done what others recommend: double monster hit points, add extra henchmen for the BBEG, add extra encounters to deplete party resources, add urgency to adventures so the party feels compelled to continue even when they know they are over-extending. But it would be nice if this were unnecessary. I've never used the RAW HD system for hit point recovery, there are so many opportunities for healing by class features that party rarely has any problems with this. I can't imagine playing RAW for hit point recovery. Already do all that I already do a fair bit of this, but I'm sure that I could improve this area. Thanks for this advice It also depends on your players. If you have a group that just bumbles along like they are going out for a picnic, they die easy. I you have a group that only fights when they know they can win, when they gather information and double check sources, when they spend more time discovering weaknesses and countering strengths in their opponents than they do fighting, when they plan for contingencies if they fail as individuals and as a group. When they calculate risks like actuaries. Then I think the game needs some harder rules. Sure I could and do surprise them with unknown or unknowable situations, but they are careful and professional. Its hard to threaten much less kill characters like that without making situations that seem ridiculous. [/QUOTE]
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What else to I need to consider for a 5e realism hard mode?
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