Fairfax
Arcane
- Joined
- Jun 17, 2015
- Messages
- 3,518
As usual, the best way to do that is through encounter design and enemy behaviour. Attack downed opponents, abuse cover and lighting, and use resourceful/interesting monsters that aren't just hp sponges with multiattack (of which 5E has plenty).In my experience I would agree that with all the death saves, benefits from short and long rests, and general qol features there's a lack of challenge. The players become dulled to challenge somewhat because there's no general sense of danger and realistic consequences. What optional/homebrew rules could best remedy this?
As for house/variant rules, I use some for that purpose:
Rarely comes up, but the RAW are way too forgiving, with PCs from level ~8 onwards surviving absurd falls with ease, especially Barbarians.The original falling damage by Gygax: 1d6 per 10 feet fallen, cumulative. 3d6 for 20ft, 6d6 for 30ft, and so on.
This helps mitigate yo-yo healing and adds a consequence to being knocked out.Falling to 0hp adds one level of exhaustion.
Makes combat more tactical and dynamic, reduces metagaming, makes players take calculated risks instead of reacting to previous turns, and rewards player skill more than the default system. Spell disruption makes spellcasting in combat more like older editions, and weapon speed factors make weapon choice more interesting. The downside is that it requires rolling a handful of dice every round, which some players may not like, and casuals/newcomers may find it too complex.Greyhawk Initiative with Spell Disruption and Weapon Speed.
This one is pretty straightforward:Massive Damage [DMG p. 273]
Massive Damage
This optional rule makes it easier for a creature to be felled by massive damage.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
System Shock
d10 Effect
1 The creature drops to 0 hit points.
2-3 The creature drops to 0 hit points but is stable.
4-5 The creature is stunned until the end of its next turn.
6-7 The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.
8-10 The creature can't take reactions until the end of its next turn.
It cuts both ways, of course, but it makes stronger, boss-type enemies more dangerous.