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What else to I need to consider for a 5e realism hard mode?
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<blockquote data-quote="Guest 6801718" data-source="post: 7230493"><p>It certainly sounds like you use some of the cool and interesting optional rules to make things interesting. It may seem odd but be glad you have a group that actually calculates the risk and plays it smart. That's more rare than you may think. It also sounds like you have players that are very familiar with D&D, which makes surprising them that much more difficult. Sure, you can add in powers to monsters or do the double damage and more HP thing, but that puts so much more work on you as the DM. You're basically doubling your work load in game prep. I see what you mean when you don't want your encounters to seem ridiculous. Every encounter can't be off the wall with all sorts of different mechanics. It's rare that people can do that level of prep work and it eventually feels silly. </p><p></p><p>I think some of the other posters are right, D&D may not be the game that delivers the kind of experience you're looking for. If you want to know what a game is really about, see what it talks about most in the rules. The majority of the PHB is about combat. It's classes, conditions, rules of combat and spells. How do you advance in D&D, based on the rules presented? You kill things and take their stuff. That's the heart of D&D. Sure, you can give out experience in milestones or for role playing or whatever else you want. Though that doesn't change what's presented in the bulk of the books, kill stuff and advance. So naturally, that's what D&D classes are designed to do, fight. How many class features, among all the classes, are not meant for combat? Not many. You can run the most story heavy campaign possible, with all sorts of characters and NPCs. Eventually, you're going to kill some things and take their stuff to improve. That's D&D and it's fine. It's great fun, in fact. Though it may not be what you're looking for in a game right now.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 7230493"] It certainly sounds like you use some of the cool and interesting optional rules to make things interesting. It may seem odd but be glad you have a group that actually calculates the risk and plays it smart. That's more rare than you may think. It also sounds like you have players that are very familiar with D&D, which makes surprising them that much more difficult. Sure, you can add in powers to monsters or do the double damage and more HP thing, but that puts so much more work on you as the DM. You're basically doubling your work load in game prep. I see what you mean when you don't want your encounters to seem ridiculous. Every encounter can't be off the wall with all sorts of different mechanics. It's rare that people can do that level of prep work and it eventually feels silly. I think some of the other posters are right, D&D may not be the game that delivers the kind of experience you're looking for. If you want to know what a game is really about, see what it talks about most in the rules. The majority of the PHB is about combat. It's classes, conditions, rules of combat and spells. How do you advance in D&D, based on the rules presented? You kill things and take their stuff. That's the heart of D&D. Sure, you can give out experience in milestones or for role playing or whatever else you want. Though that doesn't change what's presented in the bulk of the books, kill stuff and advance. So naturally, that's what D&D classes are designed to do, fight. How many class features, among all the classes, are not meant for combat? Not many. You can run the most story heavy campaign possible, with all sorts of characters and NPCs. Eventually, you're going to kill some things and take their stuff to improve. That's D&D and it's fine. It's great fun, in fact. Though it may not be what you're looking for in a game right now. [/QUOTE]
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What else to I need to consider for a 5e realism hard mode?
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