I found out I don't really like D&D 5e.
Now, I don't think it's a badly designed ruleset. It works well, it is consistent, it's reasonably easy to get into - though more for people who had already played some D&D-style games rather then for role-playing beginners - and it has a lot of support. That being said, the combat system is slow and encumbered with way too many strange action types and flashy but samey abilities, some skills are pointless unless you enjoy rolling for failure (Yes, I'm talking about perception.) and some abilities are way too common (Looking at you, darkvision and flight!) or cheapen certain aspects of gameplay that I enjoy (diseases, light, food).
All in all though, this isn't a failure of the system, but rather of expectations. It simply doesn't mesh well with the OSR style of play I want in my games and it comes with way too many preconceptions that I need to weed out - which is actually the most painful problem I have with D&D 5e. It is too well known. People have ideas and expectations. There's the implied setting and the character planning minigame. No matter how much stuff you tweak, you will still end up with a combat-focused superhero game with little to no resource management.
That's not bad, that's just not what I want.
From here. |
Frankly, the majority of my changes to 5e are in the style of play rather than the rules:
- Give the players information. If they take the time to search the room, they don't need Perception to find the secret door. If they question a NPC, they will notice what she says is fishy even without Insight. What the PCs do with this information is the interesting part.
- Let the players be competent. Roll only for risky, dramatic actions that will have consequences, otherwise they just do it successfully.
- If you want to use a skill, describe how you use it. This ties to the two points above - good plans don't roll and I will try to provide you with enough information to formulate a good plan. On the other hand, fiction trumps a good roll, so some skill uses simply won't work no matter what - don't worry, I will tell you if something is impossible.
- If it seems obvious that an ability should do something it doesn't do, screw the rules and go for it.
- Role-playing is way better than Charisma-based skills.
Character Creation
- Feats are allowed.
The players were so eager to take them I didn't have the heart to forbid it. I am a weak GM.
- No races with unlimited flight.
- Languages of Althan are a bit different from standard D&D, plus you can take an expertise in a language.
Items & Abilities
- Darkvision does not work in complete darkness. Think of it as more of a low-light vision.
- Lesser Restoration may need a Medicine check to cure certain rare or magical poisons and diseases.
- Potions and similar consumables can be used as a bonus action.
- Slot-based encumbrance is a thing. You can carry a number of slots equal to your Strength score with no issues.
Death & Healing
- There is only one death save.
When a PC is reduced to 0 hp, they roll a death save at the start of their next turn. On success, they remain conscious and may continue with their turn, stabilized but still with 0 hp. On failure, they loose consciousness and start dying. The DC is 10 if they were above 0 hp before taking the last damage, but [10 + damage] if they took damage while already at 0hp!
A dying character is helpless and dies at the start of their next turn with no further saves. Allies may still help, though.
This is the main rule change and a surprisingly well-received one. We had an incident in the very first session where a character was left to bleed out on the floor as he still had two more saves to fail before dying, and that is simply not fun. Now that there is only one save, everyone gets really quiet when it comes to death saves, and the scramble to save a dying companion in the middle of a fight is delicious. To my utter surprise, the players not only agree, but some actually tried to have this rule implemented at other tables, too.
Many thanks to Spwack for suggesting that a successful death save should let the PC remain conscious and capable of action. Rounds in 5e can be really frigging long, so being unconscious even for a round is about as fun as paralysis, plus retaining agency often leads to funny and foolhardy attempts to fight with 0 hp.
I should note that my players seem to be really good at making their death saves. We average about one brush with death every two sessions, but so far there was not a single death from combat.
- Massive damage is replaced with permanent injuries. When a hit would take a character below negative Constitution score in hit points, they roll on a dismemberment table.
- Slow natural healing (see DMG).
- Resurrection spells are forbidden for PC spell-casters, though that doesn't mean that resurrection is impossible.
Experience
- Experience is gained from encounters (killing optional, it's often easier to bribe, befriend, circumvent or drive the enemies away), returning ancient treasures to civilization, role-playing and philanthropy.
- If a PC dies, a replacement PC is created with half XP of the dead one.
Game Mastery
- Reactions and Morale are in effect.
Glad it works well! That is a really neat way to do it, I think I'll steal your implementation right back again
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