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[+] How do you make 5E more challenging?
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<blockquote data-quote="greymist" data-source="post: 9295517" data-attributes="member: 7113"><p>This is definitely how I am leaning. I am taking a break from DM’g at the moment and I started on a House Rules document and it is quite long!</p><p></p><p>I generally use max HP for all monsters; I give them better weapons if it makes sense; and I always have more than the bog-standard creature in a group - so 5 types of goblins, not just 1 (shout out to Nord Games’ Revenge of the Horde).</p><p></p><p>Oofta attached a document from Blog of Holding, and they have a post that mentions that the MM creatures are generally underpowered if analysed against the DMG rules for monster creation. I plan of reviewing it to see if it provides some insight to get monsters to match their CR.</p><p></p><p>I also try to get in a reasonable number of combats per “day”. Before my hiatus I gave up on trying to use a large number of medium to hard encounters and went with a smaller number of deadly encounters. I don’t think that is by any means an elegant method, but it made things more challenging, for sure.</p><p></p><p>I don’t allow multiclassing, to avoid the temptation to dip for abilities instead of for RP reasons; although I am trying to figure out if there is a way to implement MC that doesn’t grate me.</p><p></p><p>I do this too. And I add a level of exhaustion when a PC starts a turn unconscious. My exhaustion table allows for 10 levels before death; each level of exhaustion adds a -1 to attacks, saves, and ability checks. In addition, maximum HPs/movement/carrying capacity all get reduced as exhaustion accrues.</p><p></p><p>This is a great point. I plan on going a little old-school when it comes to what is being carried. And no more Bags of Holding at low levels!</p><p></p><p>I want to introduce some sort of Gritty Resting Rules, but I don’t like the version in the DMG as I don’t like having to take a week off to recover. I am contemplating something that sees penalties build-up over time and that can be partially mitigated in the field, but need a safe haven to get back to 100% effectiveness. The difficulty is in making it fair for short rest rechargers and long rest rechargers.</p><p></p><p>So, yeah. I’m writing my own 5.5E! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="greymist, post: 9295517, member: 7113"] This is definitely how I am leaning. I am taking a break from DM’g at the moment and I started on a House Rules document and it is quite long! I generally use max HP for all monsters; I give them better weapons if it makes sense; and I always have more than the bog-standard creature in a group - so 5 types of goblins, not just 1 (shout out to Nord Games’ Revenge of the Horde). Oofta attached a document from Blog of Holding, and they have a post that mentions that the MM creatures are generally underpowered if analysed against the DMG rules for monster creation. I plan of reviewing it to see if it provides some insight to get monsters to match their CR. I also try to get in a reasonable number of combats per “day”. Before my hiatus I gave up on trying to use a large number of medium to hard encounters and went with a smaller number of deadly encounters. I don’t think that is by any means an elegant method, but it made things more challenging, for sure. I don’t allow multiclassing, to avoid the temptation to dip for abilities instead of for RP reasons; although I am trying to figure out if there is a way to implement MC that doesn’t grate me. I do this too. And I add a level of exhaustion when a PC starts a turn unconscious. My exhaustion table allows for 10 levels before death; each level of exhaustion adds a -1 to attacks, saves, and ability checks. In addition, maximum HPs/movement/carrying capacity all get reduced as exhaustion accrues. This is a great point. I plan on going a little old-school when it comes to what is being carried. And no more Bags of Holding at low levels! I want to introduce some sort of Gritty Resting Rules, but I don’t like the version in the DMG as I don’t like having to take a week off to recover. I am contemplating something that sees penalties build-up over time and that can be partially mitigated in the field, but need a safe haven to get back to 100% effectiveness. The difficulty is in making it fair for short rest rechargers and long rest rechargers. So, yeah. I’m writing my own 5.5E! :p [/QUOTE]
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[+] How do you make 5E more challenging?
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