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<blockquote data-quote="Caliburn101" data-source="post: 7018264" data-attributes="member: 6802178"><p>In my gritty campaigns the following apply:</p><p></p><p><strong>Healing;</strong></p><p><strong>Short Rest </strong>- no natural HD healing possible</p><p><strong>Long Rest </strong>- HD healing allowed - but only those HD remaining at the time the LR is begun. HD spent prior to the LR are restored at the end.</p><p><strong>Healing Spells </strong>- burn healing HD per level of spell applied for full action heals, or one HD for bonus action heals (the healing spell accelerates and amplifies natural healing). HD come from the character healed are used up first, but if there are spell levels still to be paid for and the target has run out, the healer can sacrifice their own HD to make up the difference, or, should they have none left, take HD damage to heal others.</p><p></p><p><strong>Critical Hits:</strong></p><p><strong></strong>Critical Hits also burn one Healing HD from the target due to lingering internal damage from the blow.</p><p></p><p><strong>Darkvision:</strong></p><p><strong></strong>Only Underdark races and totally dark-living monsters have Darkvision - the rest have Low Light Vision, which allows them to see in Dim Light as if it were Bright Light. Races and monsters with extra range Darkvision <u>all</u> have penalties to vision in daylight or very bright light. Those that adapt (like Drizzt) halve their Darkvision range but then drop the daylight/very bright light penalty.</p><p></p><p><strong>Hit Points:</strong></p><p>Characters start with half their Con in HP plus their maximised class HP dice. However, all class HP dice are reduced one step, so Barbarians have d10, Fighters d8, Rogues d6 and Wizards d4 for instance.</p><p></p><p><strong>Falling Damage:</strong></p><p>Static +2 bonus damage applied per 10ft increment - 10ft 1d6+2; 20ft 2d6+4, 30ft 3d6+6 etc. and a Con save required with a DC 8 + 1 / 10ft increment fallen to avoid being Stunned, with the same difficulty save to recover/round. Note that a natural 20 recovers automatically, and falling into water or a soft surface removes the bonus damage and the save starts at DC 4.</p><p></p><p><strong>Spell Damage:</strong></p><p>All spell damages have been reworked to be consistent with the DMG spell design rules.</p><p></p><p><strong>Cantrip Damage:</strong></p><p>All Cantrip damage is increased by one dice step.</p><p></p><p><strong>Classes:</strong></p><p>Due to the overpowered or underpowered nature of a few subclasses, they are banned from gritty games. Beastmaster Ranger, Moon Druid and Bear Totem Barbarian. Berserker Barbarian can recover from self-induced Fatigue with a DC 15 Con save after a 5 minute break.</p><p></p><p><strong>Downtimes:</strong></p><p>Any class can learn one additional Fighting Style with significant downtime effort. A new Fighting technique - 'Spell Slinger' gives the Archer Fighting Technique bonus to ranged attack spells.</p><p></p><p><strong>Ranged Attacks and Fast Moving Targets:</strong></p><p>Any character or monster that takes a double move in it's turn also gets the benefit of the Dodge action against Ranged Attacks until it's next Initiative.</p><p></p><p><strong>Prone & Disarmed:</strong></p><p>Getting up from Prone attracts attacks of opportunity from adjacent enemies within reach - if this is done as part of a Withdrawal, the attack of opportunity has disadvantage. A Disarmed character or monster picking up it's weapon within the reach of enemies attracts attacks of opportunity.</p><p></p><p><strong>Magic in some campaigns:</strong></p><p>Where I run a gritty more 'realistic' campaign I modify the availability and effect of some spells.</p><p></p><p>The <em>Flight</em> spell is replaced by the <em>Levitation</em> spell which is up-levelled and <em>Teleportation</em> is only available between heavily enchanted circles.</p><p></p><p><em>Revivify</em> can only be used for 2+ Con bonus rounds after someone 'dies' and is not a form of resurrection (in fluff terms) but is a power that drags them back from the gates of death. Other forms of resurrection require a relevant Place of Power to be attuned to the caster (this is frequently a High Temple or similar) and takes hours equal to the level of the spell to cast.</p><p></p><p><em>Simulacrum</em> - only one of these can exist at a time, and each time one is used to come back from death, the character's Con stat reduces by 2.</p><p></p><p><strong>Places of Power:</strong></p><p>Some places of power give the same benefits as a magical item, but require attunement. For instance, the lair of an ancient Spider boss might (once it is killed) provide the benefits of a Wand of Web and Poison Resistance to someone who attunes to it.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7018264, member: 6802178"] In my gritty campaigns the following apply: [B]Healing;[/B] [B]Short Rest [/B]- no natural HD healing possible [B]Long Rest [/B]- HD healing allowed - but only those HD remaining at the time the LR is begun. HD spent prior to the LR are restored at the end. [B]Healing Spells [/B]- burn healing HD per level of spell applied for full action heals, or one HD for bonus action heals (the healing spell accelerates and amplifies natural healing). HD come from the character healed are used up first, but if there are spell levels still to be paid for and the target has run out, the healer can sacrifice their own HD to make up the difference, or, should they have none left, take HD damage to heal others. [B]Critical Hits: [/B]Critical Hits also burn one Healing HD from the target due to lingering internal damage from the blow. [B]Darkvision: [/B]Only Underdark races and totally dark-living monsters have Darkvision - the rest have Low Light Vision, which allows them to see in Dim Light as if it were Bright Light. Races and monsters with extra range Darkvision [U]all[/U] have penalties to vision in daylight or very bright light. Those that adapt (like Drizzt) halve their Darkvision range but then drop the daylight/very bright light penalty. [B]Hit Points:[/B] Characters start with half their Con in HP plus their maximised class HP dice. However, all class HP dice are reduced one step, so Barbarians have d10, Fighters d8, Rogues d6 and Wizards d4 for instance. [B]Falling Damage:[/B] Static +2 bonus damage applied per 10ft increment - 10ft 1d6+2; 20ft 2d6+4, 30ft 3d6+6 etc. and a Con save required with a DC 8 + 1 / 10ft increment fallen to avoid being Stunned, with the same difficulty save to recover/round. Note that a natural 20 recovers automatically, and falling into water or a soft surface removes the bonus damage and the save starts at DC 4. [B]Spell Damage:[/B] All spell damages have been reworked to be consistent with the DMG spell design rules. [B]Cantrip Damage:[/B] All Cantrip damage is increased by one dice step. [B]Classes:[/B] Due to the overpowered or underpowered nature of a few subclasses, they are banned from gritty games. Beastmaster Ranger, Moon Druid and Bear Totem Barbarian. Berserker Barbarian can recover from self-induced Fatigue with a DC 15 Con save after a 5 minute break. [B]Downtimes:[/B] Any class can learn one additional Fighting Style with significant downtime effort. A new Fighting technique - 'Spell Slinger' gives the Archer Fighting Technique bonus to ranged attack spells. [B]Ranged Attacks and Fast Moving Targets:[/B] Any character or monster that takes a double move in it's turn also gets the benefit of the Dodge action against Ranged Attacks until it's next Initiative. [B]Prone & Disarmed:[/B] Getting up from Prone attracts attacks of opportunity from adjacent enemies within reach - if this is done as part of a Withdrawal, the attack of opportunity has disadvantage. A Disarmed character or monster picking up it's weapon within the reach of enemies attracts attacks of opportunity. [B]Magic in some campaigns:[/B] Where I run a gritty more 'realistic' campaign I modify the availability and effect of some spells. The [I]Flight[/I] spell is replaced by the [I]Levitation[/I] spell which is up-levelled and [I]Teleportation[/I] is only available between heavily enchanted circles. [I]Revivify[/I] can only be used for 2+ Con bonus rounds after someone 'dies' and is not a form of resurrection (in fluff terms) but is a power that drags them back from the gates of death. Other forms of resurrection require a relevant Place of Power to be attuned to the caster (this is frequently a High Temple or similar) and takes hours equal to the level of the spell to cast. [I]Simulacrum[/I] - only one of these can exist at a time, and each time one is used to come back from death, the character's Con stat reduces by 2. [B]Places of Power:[/B] Some places of power give the same benefits as a magical item, but require attunement. For instance, the lair of an ancient Spider boss might (once it is killed) provide the benefits of a Wand of Web and Poison Resistance to someone who attunes to it. [/QUOTE]
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