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26

You Should Be Dead, But... Save-or-die mechanics are pretty awful for straight-up challenges. I mean, you wouldn't exactly get a lot of tactical thrills from a game that boils down to "Flip a coin to see if you lose," would you? But that's not the only way they've been used. Practices and opinions vary pretty widely in the OD&D/OSR community, but one ...


20

A rogue could perhaps play solo. But only if she devoted herself to stealth and avoided all out combat at all costs. D&D is a very much a party based game. And it's best played with a table full of friends, each with their own character. But at the same time, occasionally circumstances require something less than that ideal. There are two options. Go ...


18

This is outside the current scope of the playtest from what I've seen of it. That means that there is no rule to govern it. However, generally in D&D the kinds of simulation aspects you've asked about are governed by attack and damage penalties. In D&D 4e's math scheme, this would be modeled with a -2 penalty to attacks with no penalty to damage ...


14

It appears that you have conflicting interests: a lack of permanent character death, but a real threat of death which involves real problems. There are no obvious ways to reconcile these two points. An easy way out of permanent character death reduces the problems associated with dying, and having a god decide to resurrect a player seems too much like Deus ...


13

Eh, a dedicated meat shield isn't necessary anyway. If you're fighting in an open area, and there's someone behind the guy with the armor shooting spells at you, why wouldn't you go take him out? Ranged attackers could just shoot over the meat shield directly of course, but a group of melee folks could simply run around. One meat shield can't stop that ...


13

To preserve the probabilities exactly, the new DC should be "14 + monster defense." How I got that number So, you want to convert this: d20 + monster_save vs. 8 + caster_modifiers Into this: d20 + caster_modifiers vs. ?? + monster_save Here's how to figure out the "??" using a bit of intuition about probability: Ignore the modifiers for a ...


12

To be honest, this shouldn't matter much in Next. My impression of Next from running a couple of fairly early playtest packets was that by the time the design was fairly mature, they had made combat very costly. Generally what you'll want to do is let this party focus on skulking and intrigue, as you've done. Combat should be the skirmish sort and this ...


12

I've run plenty of solo adventures before, both with sidekick characters and with the player on their own. There are several key factors I've found when running solo adventures that make them more enjoyable Pander to what the player likes as much as possible; that isn't to say you make everything a cakewalk - far from it. What you need to do is find what ...


11

Since you mentioned mage spells, I will answer in a mage's perspective. In short: Use more cantrips, and adapt to the situation. Most of all, cooperate. Use more cantrips 1. How can a mage learn new cantrips after character creation? Since cantrips are spells, and the mage can add two new spells to his or her spellbook each level, a mage can ...


9

1d6+3 Finesse. When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier with your attack and damage rolls. - Equipment Rules, P. 4 Any attack made with a weapon that has the finesse keyword lets you use either STR for attack and damage modifiers or DEX for attack and damage modifiers.


9

On page 3 of Character Creation it states, that the spell casting bonus applies to two things: The Spell DC for the spell (you add this to your stat and 10 and get the DC) The attack from the spell. If the spell makes an attack you add this to the attack roll. The melee/ranged attack modifier also only applies to the to-hit. It does not apply to the ...


9

No, that sounds fun and flavourful. I'm picturing Vikings at the moment because it fits really well, but it would be a neat detail for all kinds of made-up cultures. There will be published adventures that will go contrary to these expectations, and you'll either have to not use them or spend time adjusting them to fit into your setting better. The big ...


8

"The world is cruel. And the only morality in a cruel world is chance. Unbiased. Unprejudiced. Fair." You said it yourself in the question, your two goals are inherently at odds with one another. Save-or-Die effects are incompatible with attempting to tell a story where the characters only die at appropriate, dramatic moments. Any neutering of death in ...


8

It varies wildly. There are a lot of factors that go into it. How big is the adventure? I've been in games where an entire story went from level 1 nobody to level 20 world saving hero in about 40 sessions of 4 hours each, played weekly. I'm currently running a game that's going to take two years, with 3.5 hour sessions weekly (we're over a year into it, ...


7

Here I present the answer as of January, 2014: Yes, the rules for multiclassing debuted in the playtest packet released at Sep. 19, 2013, which is the final playtest packet. In these rules, multiclassing requires you to have sufficient ability score for the class to dip in. (Specialties such as magic-user or mystical healer are cut off, by the way. You have ...


7

You decide which cleric spells are available to you to cast. Whenever you complete a long rest, you prepare the list of cleric spells that you can cast of 1st level or higher, choosing from the list of spells available to all clerics (see the “Spells” document). You decide which mage spells are available to you to cast each day. After completing a ...


7

Yes. As of Oct, 2013 Classes PDF page 42: Spellcasting Bonus. If you present your holy symbol when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC. To present your holy symbol, you need to hold it, wear it visibly, or bear it emblazoned on your shield.


7

No, there is nowhere in the Paladin class feature which adds Charisma modifier to the damage roll. There is actually a Channel Divinity feature called Sacred Weapon which raises your attack roll, for Oath of Devotion. By activating it, you are granted of attack roll bonus equal to your Charisma bonus (or +1, whichever is higher) for one minute. However, it ...


6

The way we do it is with an injury track. Save-or-die becomes, save or gain an injury, or gain d2 injuries, or d4 injuries, depending on the severity of the effect. The injury total causes a penalty on all d20 rolls (success rolls and saving rolls, but not damage rolls) which makes being injured not a good thing. Every time an injury is gained, the ...


6

An avenue to explore for situations like this might be to look outside of the traditional "Fantasy Dungeon" RPG style and see how similar situations are handled in entirely different settings. My specific experience with this comes from playing Call of Cthulhu with a great group and an excellent GM, with a single campaign spanning nearly 4 years. Cthulhu ...


6

I have made the experience that house rules which change basic assumptions are usually way more of a burden that an advantage. And this one seems especially dangerous in this regard, because how many 'proper burials' are fun? How many times is it a role-playing challenge before it gets an annoying waste of time? (I assume the answer is between 1 and 3). You ...


5

'Dailies' or 'Daily powers', as seen in 3.5/4e are once-per-day special abilities. These differ from 'Encounter Powers' which are used once-per-encounter and 'At-Will' powers usable all the time. In 5e there's no specific 'Daily Powers' - instead you get allotted a certain amount of uses of your class features, such as Wild Shape, Ki, or Rage per day. At ...


5

Reading through the Combat section, there is no explicit description of an action economy, but my understanding is that it's intentional so the system is more flexible and less hide-bound and interlocking. The boxed text in Improvising an Action (How to Play, p. 14–15) in particular clinched that impression, saying that the only limits to actions are "your ...


5

I sense in your question (as well as the fact that you’ve not yet rewarded one of the many excellent answers) a desire to strike that delicate balance between retaining risk of death in gameplay with an equal desire not to disappoint players with a meaningless demise. I think what you’re really after is an approach that works broadly, becoming an ...


5

It is indeed the case that Ray of Frost does 1d8 damage, while a comparable weapon might do 1d8+ability modifier damage. However, since you can use your spellcasting stat (assumed to be your highest ability), you will have a better chance of succeeding in your attack roll. In addition, Ray of Frost slows on a hit, which is a powerful additional effect. I ...


5

I'd say that while disadvantage is a good place to start, there are a few considerations that would change the potential results in ways that could be more fun. I don't think over-the-top physics-yness is necessary, more just some common sense and some extrapolation of existing mechanics. First, can the fighter see the target? Water's pretty good at hiding ...


5

It should be d20 + attacker prof + magic stat bonus needing to hit 14 + monster def bonus to keep the same probabilities. Example 1: Attacker has +2 prof bonus and +3 stat bonus. Monster has +1 stat bonus. Monster's saving throw would be 13 in existing rules, so they would need to roll 12 on d20. That's 45% chance of save, or 55% chance of a hit. That's ...


5

Each time you gain a level you will add your constitution modifier and one roll of your hit die to your previous max HP. If a barbarian with 18 constitution levels up he takes his previous max plus a roll of a d12 plus 4 for his constitution modifier. On a related note if your CON modifier increases later you gain hit points retroactively for all previous ...


4

Yes, you can have one player control a whole party of adventurers. There's really no way to do it wrong! (Really, there's very few ways to play roleplaying games wrong, and this is especially harmless.) I've played multiple PCs and GMed for multiple PCs controlled by the same player before. It's really not a situation that's a problem, just unusual. Like ...


4

I have done a lot of one-on-one roleplaying similar to what you are describing, and I think there are several different approaches. You can use some of these simultaneously or (with a bit of work) switch between them throughout a long campaign, but each is pretty much a stand alone technique that at least for me has made solo games work well. Run Solo ...



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