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What else to I need to consider for a 5e realism hard mode?
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<blockquote data-quote="Lanefan" data-source="post: 7230375" data-attributes="member: 29398"><p>I'd rather find a way to keep 'em that frail all the way through. <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></p><p>More seriously, your list in post 1 might be overkill. Some things I'd look at, mostly stolen from 1e, are:</p><p></p><p>- have PC hit point accrual slow down dramatically at about 10th level by halving the die roll (so Fighters roll d5, Clerics d4, Rogues d3 etc.) and having Con bonus <strong>not</strong> apply to these half-die rolls</p><p>- bring back level drain</p><p>- let 'em have reasonably good stats to start with (intentionally high array or generous rolling system) then do away with ASIs completely</p><p>- make magic riskier - teleport errors, greater chance of interruption during casting with sometimes-painful consequences, etc., and see next line:</p><p>- bring back item saves (someone already mentioned this) but also make magic unstable enough that if an enchanted item breaks bad things or weird things or whatever can happen</p><p>- get rid of all ranged healing and make touch-healing during combat risky enough that people will think twice before doing it, to put an end to whack-a-mole combats</p><p>- harshly cut back on healing via rests, and if this means they need a full-time healer in the party so be it</p><p>- and if all of this plus your other changes make one or more classes no longer viable, be prepared to drop 'em.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7230375, member: 29398"] I'd rather find a way to keep 'em that frail all the way through. :) More seriously, your list in post 1 might be overkill. Some things I'd look at, mostly stolen from 1e, are: - have PC hit point accrual slow down dramatically at about 10th level by halving the die roll (so Fighters roll d5, Clerics d4, Rogues d3 etc.) and having Con bonus [B]not[/B] apply to these half-die rolls - bring back level drain - let 'em have reasonably good stats to start with (intentionally high array or generous rolling system) then do away with ASIs completely - make magic riskier - teleport errors, greater chance of interruption during casting with sometimes-painful consequences, etc., and see next line: - bring back item saves (someone already mentioned this) but also make magic unstable enough that if an enchanted item breaks bad things or weird things or whatever can happen - get rid of all ranged healing and make touch-healing during combat risky enough that people will think twice before doing it, to put an end to whack-a-mole combats - harshly cut back on healing via rests, and if this means they need a full-time healer in the party so be it - and if all of this plus your other changes make one or more classes no longer viable, be prepared to drop 'em. Lanefan [/QUOTE]
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What else to I need to consider for a 5e realism hard mode?
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