Lhynn
Arcane
- Joined
- Aug 28, 2013
- Messages
- 9,956
Generally speaking fumbles are the only thing ive changed. If you get a 1 on your roll you will get another roll to determine how bad the fumble is. Generally speaking if you roll above 11 fuck all happens, if you roll below increasingly shitty things can happen, from a disadvantage on your next roll or an advantage to the enemy, to getting your weapon stuck somewhere, breaking it or swinging at close ally (In which case you roll again, with your str modifier but without proficiency, to see if it lands), depending on how low you got.
These are the "inevitable mistakes" that happen in extended engagements that can tip the balance in favor of one or another side. I find this works well in 5e.
Hindering doesnt work, its burdensome (Haha) and never really goes anywhere interesting. Maybe the players spend one or two weeks moving the treasure they just found, so thrilling. But i will enforce it if it adds to the situation, for instance a character carrying another character while climbing or how much you can carry into an expedition to the desert, considering it directly impacts your survivability.
Maiming in general i only use when the players beg for it (By being fucking stupid and rolling low enough that ive got the excuse), though i dont forget about those missing limbs, i offer opportunities to do something about it. Prosthetics, adventure hooks to regrow it, even chances to turn that limb into something different.
End of the day i believe a character should be more about the character choices (What happens in the story and what they do about it) than the player choices (What they have planned to pick for level 3, 4, 5). Making a balance this means every member of the party ends up hitting above their weight class, but i dont care for balance.
This is a far cry from 3.5e, where the disparity between classes was so huge that you were forced to prop up non-casters while neglecting casters. Where you were forced to make it high magic because the usefulness of a fighter without magical items in a mid-high level encounters is such that you are better off just summoning disposable units than a fighter you will have to resurrect or spend all your healing on later.
These are the "inevitable mistakes" that happen in extended engagements that can tip the balance in favor of one or another side. I find this works well in 5e.
Hindering doesnt work, its burdensome (Haha) and never really goes anywhere interesting. Maybe the players spend one or two weeks moving the treasure they just found, so thrilling. But i will enforce it if it adds to the situation, for instance a character carrying another character while climbing or how much you can carry into an expedition to the desert, considering it directly impacts your survivability.
Maiming in general i only use when the players beg for it (By being fucking stupid and rolling low enough that ive got the excuse), though i dont forget about those missing limbs, i offer opportunities to do something about it. Prosthetics, adventure hooks to regrow it, even chances to turn that limb into something different.
End of the day i believe a character should be more about the character choices (What happens in the story and what they do about it) than the player choices (What they have planned to pick for level 3, 4, 5). Making a balance this means every member of the party ends up hitting above their weight class, but i dont care for balance.
This is a far cry from 3.5e, where the disparity between classes was so huge that you were forced to prop up non-casters while neglecting casters. Where you were forced to make it high magic because the usefulness of a fighter without magical items in a mid-high level encounters is such that you are better off just summoning disposable units than a fighter you will have to resurrect or spend all your healing on later.