Maybe bring the HP levels back to low AD&D 2ed numbers, return save-or-die stuff, but make death cheaper by offering more affordable lower level options to rez?I think it would be a mistake to remove HP from D&D. I appreciate and have enjoyed alternative systems like Vampire 2nd ed "Health Levels" for realism, or WFRP bounded Wounds system, but HP is pretty much one of the identity cornerstones of D&D. IF you want to remove HP or spell slots or classes, then you're making a different system. Which is fine, they should probably do that and compete with themselves with a brand new game, but IMO HP is what most D&D players want. Just don't fucking inflate it to Weimar Republic levels. With 4e at least they tried, nowhere near enough but at least it meant they acknowledged a problem; then with 5e they made it worse than in any other edition, because you have more HP than in 3e, and damage has been reduced, plus now there's almost no other way to kill enemies (there's not even coup-de-grace!)
Run into the problem of CRPG vs PnP calculating ability. One system may work smoothly on one system, but in the other it's a mess.Maybe bring the HP levels back to low AD&D 2ed numbers, return save-or-die stuff, but make death cheaper by offering more affordable lower level options to rez?I think it would be a mistake to remove HP from D&D. I appreciate and have enjoyed alternative systems like Vampire 2nd ed "Health Levels" for realism, or WFRP bounded Wounds system, but HP is pretty much one of the identity cornerstones of D&D. IF you want to remove HP or spell slots or classes, then you're making a different system. Which is fine, they should probably do that and compete with themselves with a brand new game, but IMO HP is what most D&D players want. Just don't fucking inflate it to Weimar Republic levels. With 4e at least they tried, nowhere near enough but at least it meant they acknowledged a problem; then with 5e they made it worse than in any other edition, because you have more HP than in 3e, and damage has been reduced, plus now there's almost no other way to kill enemies (there's not even coup-de-grace!)
It was not a perfect system because it still greatly inflates between levels 1-9. What would be better is granting a base hp of 12-25, then increasing by 1-3 per level. You also need a real critical system that doesn't merely adds extra damage, but causes incapacitating wounds.
Run into the problem of CRPG vs PnP calculating ability. One system may work smoothly on one system, but in the other it's a mess.Maybe bring the HP levels back to low AD&D 2ed numbers, return save-or-die stuff, but make death cheaper by offering more affordable lower level options to rez?I think it would be a mistake to remove HP from D&D. I appreciate and have enjoyed alternative systems like Vampire 2nd ed "Health Levels" for realism, or WFRP bounded Wounds system, but HP is pretty much one of the identity cornerstones of D&D. IF you want to remove HP or spell slots or classes, then you're making a different system. Which is fine, they should probably do that and compete with themselves with a brand new game, but IMO HP is what most D&D players want. Just don't fucking inflate it to Weimar Republic levels. With 4e at least they tried, nowhere near enough but at least it meant they acknowledged a problem; then with 5e they made it worse than in any other edition, because you have more HP than in 3e, and damage has been reduced, plus now there's almost no other way to kill enemies (there's not even coup-de-grace!)
It was not a perfect system because it still greatly inflates between levels 1-9. What would be better is granting a base hp of 12-25, then increasing by 1-3 per level. You also need a real critical system that doesn't merely adds extra damage, but causes incapacitating wounds.
>roll for sepsis
Which was solved magnificently back in the olden days with something called critical hit tables. So beautiful. Just look for WFRP for an example of how well it can work. Rolemaster was a bad example but charming nonetheless.
RPGs are based in violence, at least it's one of the main pillars. If your players will never have a broken arm nor will spend several days injured and forced to choose between healing or going on, then something will be missing. 5e hit dice nonsense healing is a great way to destroy immersion and turn your PNP game into a videogame. Basically you fully heal around once per day, it's just ridiculous.
It's obvious 5e is less lethal than past editions, but I think some of you are exaggerating a bit IMO. In games I've played with friends we tend to have builds with mediocre CON since we usually rather up other secondary or tertiary stats like CHA first, and we roll for stats and it's mathematically unlikely to get an insane array. In one game we had a level 9 Monk with around 37 HP due to bad rolls on every level up. They were made of tissue paper even when our DM wasn't even aiming for a lethal game. In another, a Wizard with mediocre rolls had about 43 HP at level 11, which is almost spot on the average with a 0 CON modifier. A few hits and a lucky crit from any level appropriate monsters and those characters are toast in 2-3 bad rounds (or at least making death saves).
They become HP pinatas lacking a soul.I didn't like that one bit, monsters stopped being monsters at that very instant, to become resources to handle.
The old way of handling this was making the ranged classes flimsy as fuck. Level 25 mages still only had like 50 or 60 hp in the old editions. Godlike sure, but they go down like a twig if their defenses are breached.like ranged being superior to melee in every way for pretty much all classes but barbarian and monk.
Yeah, there are a few problems, the first one of them is that the game is balanced towards having MANY encounters between long rests, but one or two between short rests. I cant imagine making my players fight more than 2 times a day, its insane thinking you will have them fight 6-8 times in fairly easy encounters just to have them run out of resources but that is how the game is structured. Anything less and fights have essentially no consequences because they can fully heal themselves without using potions or spells pretty much at will.
Why is this scroll appearing in a adventure for levels 1-12 what point could it serve other than to break the campaign?
I mean maybe if it was a high level adventure sure maybe but they refuse to do that since they constantly make adventures that start at early levels in order to have as big a market as possible.
Lifelong Companion
Nyxborn
- Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being frightened or charmed, provided you aren't incapacitated.
- Companion's Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. Once you use this trait, you can't do so again until you finish a long rest
- Cloak of Stars. As an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night sky. When you do, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can't use it again until you finish a long rest.
- Nyxborn Resistance. You have resistance to necrotic and radiant damage.
Level 3: Cast x spell number of times equal to ability score modifier. Gain expended uses back after long rest.
Level 10: Cast x spell once (or number of times equal to ability score modifier if a weaker spell) gain it back after long rest. Some gods instead (sometimes in addition) give some permanent buff that gives you advantage for something.
Level 25: Some gods give unique abilities or here while others give permanent advantage for TWO things.
- Example: One lets you summon enough wine that acts as the equivalent as three healing potions that expire after twenty-four hours once every long rest while another just gives advantage against fear and charm.
- A Better one lets missed attacks while hidden not reveal your position.
Level 50: The final level of piety while good is still really boring. Each god increases a ability score by two between either a physical or mental attribute of your choice and in addition to increasing your maximum for that score by two.
- Example: You'll have a choice between Strength or Intelligence and increases your score by two and cap by two. So if you pick intelligence and its at 20 already it'll be 22 now.
6-8 per day is the number of MEDIUM encounter the player can do before going out of resource, it can be 3 deadly encounter or 1 deadly 3 hard etc etc is not mandatory to consume all the player resource is just a balance guideline.He is right, you are wrong. The way the game is designed is to be without challenge and have a bunch of repetitive encounters, like 8 per fucking day.
You can do it differently, going the fewer but deadlier encounter routes by going against what it is recommended you do, though this will offset balance, as a lot of classes have very limited but powerful abilities they can burn through in a couple encounters, instead of rationing them.
Tell them that berserker is even more problematic. It's obviously someone who goes berserk, i.e., does not control their actions, someone basically mentally ill, this is just plain derogatory class name, I'm surprised they didn't notice it. Champion, on the other hand, is someone who is the best among equals, that's totally inequality right there. You can't have any champions in an inclusive environment of 6e. Unless they're an orc, maybe? idkNow, to replace these options, we have a few choices: One is to rename them (barbarian = berserker, paladin = champion) but that seems a band-aid at best.
A brand-new Hellboy roleplaying experience, based on the visionary Hellboy graphic novels by Mike Mignola and powered by 5th Edition.
Okay I still enjoy and can play 5e anytime with the right group but why does everyone hoping on the TTRPG wagon have to use 5th edition for their rules engine.
Hellboy is launching a 5e kickstarter soon.
A brand-new Hellboy roleplaying experience, based on the visionary Hellboy graphic novels by Mike Mignola and powered by 5th Edition.
I feel like OSR would be a better fit or anything else built for modularity or flexability.
I guess we'll get some more cool art and hopefully some interesting monsters at least.
Okay I still enjoy and can play 5e anytime with the right group but why does everyone hoping on the TTRPG wagon have to use 5th edition for their rules engine.
Hellboy is launching a 5e kickstarter soon.
A brand-new Hellboy roleplaying experience, based on the visionary Hellboy graphic novels by Mike Mignola and powered by 5th Edition.
I feel like OSR would be a better fit or anything else built for modularity or flexability.
(snip...)