Hot answers tagged

24

I have experience playing the low levels. I can briefly summarise the impact as follows: It will make encounters much harder. With many characters dying in combat, and possibly a few total party kills as well. This can be demoralising, but some players might be up for it. But something perhaps easily overlooked is that it removes a wonderful suspense ...


13

At 1st level, a single critical hit from all but the weakest monster can reduce a PC to 0 HP. For example, kobolds (CR 1/8) do 1d4+2; that's a maximum of 10 on a critical, fighter types should survive - most others are at 0. Hobgoblins (CR 1/2) do 1d8+1 plus 2d6 if an ally is within 5 feet of the target, an average of 25 and a maximum of 41 on a critical; ...


11

So, after this question pointed me at that hack, I convinced the group I GM for to try out a campaign with Descriptive Damage. I'll describe our experiences so far, though they should be taken with three caveats: (1) all of us are still comparatively new to Dungeon World, so things might play out differently with a more experienced group (or at least a more ...


11

My background: I've run some adventures using insanity themes. I once had a character who used insanity-magic and was about to go insane, when his player decided the campaign was too dark for him and stopped showing up at my table. I once had a character who used insanity-magic and went insane on purpose because he wanted to kill the party and destroy the ...


10

In my campaigns, I rule that every round you take an action or move, you use an extra round of breath. If you do both, it costs you 2 extra rounds. My players have enjoyed the added tension this brings to what would otherwise be a fairly safe situation. As far as impediments, fighting underwater already adds plenty of those, so I don't see a need to heap ...


6

Yes, Pathfinder recomends that The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. But the corresponding section in PHB 3.5 reads only A wizard also can research a spell independently, duplicating an ...


6

I'm not sure if you'll be able to gracefully staple the 2 systems together -- they're both quite different, with CoC placing more emphasis on weaker characters than D&D's heroes. I also think that Dan B's answer is spot on, in some ways. Including a sanity system can easily cause some players to screw around with it. My personal experience in ...


5

Paladin Since the paladin needs the biggest leg up, I’m going to just recommend this knight-paladin homebrew fix. It’s awesome, and should slide the paladin to right about where this party wants it. The concept of the class is to mix the paladin and PHB2 knight together, since they are two very similar classes that are both just a little disappointing. It ...


4

Persuade the Paladin to be a crusader instead. The crusader is a holy warrior whose role is a tank with minor healing abilities. Roleplay wise, they can be played the same way as a paladin. This will give the player options in combat, put them on par with the rest of the party, especially the warblade, and give them a class that is effective no matter what ...


4

It doesn't come up much, but I generally rule that if you're in combat or otherwise working hard, you can hold your breath 1+ con mod rounds, not minutes, then you have to breathe. If you can't breathe at that point, you start suffocating, which is handled as written. The 1+ con mod minutes is if you have time to prepare (deep breathing and such) and are ...


4

Potions In D&D 5e the rules for potions (located in the DMG) most closely mirror the desired effects you want. Any class can use them, but it is generally either a time-limited effect or it has some drawback (causes addiction or another of the madness conditions, requires a Con save, or causes a negative physical transformation). Also there is a list of ...


3

The spell level * 1,000 gp price is a abstract representation of the resources required to research a spell. Nominally you are paying for the materials and equipment gathered and built by somebody else and then spend the time use it to develop the spell. If the character is willing to spend even more time then it is plausible that he gathers those ...


3

There's an overall balance factor between HP and death saves. Removing the death saves really makes the PCs HP quite low. Monsters tend to get a higher relative HP because we don't really expect them to use Hit Dice on short rests. When a player gets to zero HP, we expect to have a round or two to heal them or just finish the fight and let them spend Hit ...


2

While a point-buy option is certainly a possibility in any RPG, Maid isn't one that lends itself well to it. The rules in general focus fairly heavily on randomization and character-impermanence. Chaos is meant to be part of the fun. Naturally, you can run a more "serious" game (relatively speaking), but keep in mind what the game is based around - anime ...


1

I house-ruled it like this before: Some arrows are definitely lost (shot straight into a wall, sunk in the river, carried off by the wounded target, etc). Those that can reasonably be retrieved have to be found. Make that an Intellect check with difficulty and duration according to circumstance (hit vs miss, lighting, flora, ...). If appropriate, randomize ...



Only top voted, non community-wiki answers of a minimum length are eligible