Friday, September 4, 2020

Low DnD

So I've been on a journey the last few years. Prior to this period, I played in a DnD campaign that lasted something like a year or hear and a half. Not a record by any stretch, but my first real long term game. I learned a lot. Mostly, that I'm a problem player and that I prefer to DM, except when I want someone to DM the game I would've DM'ed. Maybe more on that later.

The game was fairly by the book DnD. That is it was high magic, high power, save the universe stuff. Really a good game, but at the same time I would read about these gritty, realistic games that were about player skill and problem-solving where your PC could lose an eye and there was no cleric around to instantly zap it back into place. These games reminded me of what I thought Warhammer was when I was younger and touched a nostalgic spot.

So in the last few years I've tried to get a more gritty OSR-y game a couple times. They all fell apart after a few sessions, mostly due to my own lack of consistency. The last attempt may have had legs, but it caught the covid and all of a sudden my players couldn't meet without potentially killing each other.

But in each of those games, it seemed like I had to make a jump for my players from DnD to something else. Like "Hey, come play DnD, but it'll be a little different." or let's play "old DnD" or something. This was a little odd since my players were mostly new and hadn't had the year + of playing DnD to get used to it and learn what they liked and didn't. They would almost always be on board for DnD and then I'd present something off DnD and just seemed like I was being a bit selfish about it.

So I'm going to continue being selfish, but maybe a little less so, ha! GMs are players too, right?

So the question is, how can I play 5e DnD and make it less about superheroes saving the world and more about resources, OSR puzzles, treasure hunting, and horrible/inevitable death? If you know much about 5e DnD, a few things are going to need to be fiddled with. I've identified the following:

  1. final power level
  2. "the answer is on your character sheet"
  3. magic for all
  4. easy healing

Well, here are some rules for Low DnD that supposedly address the things that make DnD about superheroes.

General Power Level Changes:
  • lvl 6 is the max level you can attain. This is basically straight elite 6. Looking at the abilities each class gets by here, it's really a good place to stop. Fireballs for spell casters and multiple attacks for fighters. These are truly powerful beings.
  • For levels beyond 6, you may get a feat. These don't change power too dramatically and can allow you to learn a few interesting tricks befitting a seasoned adventurer.
  • Along those lines, no feats prior to lvl 7. This makes getting to lvl 7 more rewarding for some players who focus on their character's abilities and "build" them a certain way. It also keeps low level power down.
  • Stats are rolled 3d6 in order. Swap one. Redo if you don't have at least a 14 somewhere.
  • High level monsters are unique. The dragon lives under that mountain.
  • I might limit races. Humans only and also gnomes. Gnomes are belligerent. This is mostly to avoid the abundance of special rules and abilities those other races have that can easily circumvent OSR challenges. I'm looking mostly at dark vision. Actually, if the races don't have a big mechanical effect, then you can be a yeti for all I care.

Healing and Rests:
  • Lunch: Requires food and drink, can spend one hit dice per lunch per day
  • Short rest: Requires food and drink and sleep, Can spend hit dice with uses of healing kit
  • Long Rest: Require 1 week in "town", regain all hit dice. slow healing occurs and can save against some long-lasting conditions
  • Zero hp = roll on death and dismemberment table
Armor:

This version is mostly taken from Skerples at Coinsandscrolls.blogspot) or just use armor from previous posts
  • Light
    • +2 AC +DEX
    • 2 equipment slots
  • Medium
    • +4 AC
    • 4 slots
    • expensive
  • Heavy
    • +6 AC
    • 6 slots
    • extremely expensive
  • Shield
    • must be held in 1 hand
    • reduce slashing, bludgeoning, piercing by 2
    • Can sunder to reduce one blow by d12
  • No AC when prone
For "Magic for all" and "the answer is on your character sheet" some specific things need to change. There are a few abilities that just solve problems endlessly. First, consider tracking magic components. this puts a bit of work on spellcasters for their endless shenanigans. After that:
  • Goodberry doesn't exist
  • Light doesn't exist or is level 3
  • Mage hand is level 1
Next we'll get into some class-specific stuff and dig deeper into the magic problem.

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