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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Headless on April 06, 2017, 10:36:25 AM

Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 06, 2017, 10:36:25 AM
I like d&d. I like Hitpoints.  But I want a level of Risk in combat starting at the first round.  I also don't like the unlimited magic casters get.  There should be conquences for getting hurt and for unleashing the powers of creation.

So I am experimenting with a couple of rules to make combat more dangerous and to make magic just as powerful but the casters need to ration their spells carefully.

This will be an over lay for 5th ed D&D.

Thoughs and suggestions apreaciated.  I haven't play tested yet.  Also tiny phone.  Thanks for your understand of my terrible spelling.

First thanks to who ever mentioned the knight slayer crossbow.  It did 5d4 damage and took a long time to load.  It started this train of thought.


All damage dice explode.  On a max roll on any die roll again and add that number to the total, keep rolling as long as you keep maxing.  This makes Fire balls and magic missiles much much more dangerous.  Double dice swords like the Great sword and Falchon also more dangerous.  I might use the threat ranges from 3rd.  
The rogue sneak damage wouldn't explode in combat flanking situations.  But it would in non-combat suprise round situations.

Magic - If a caster casts spells level equal to their charcter level or higher they are exhusted.  They can't regain spells until they rest, for days.  Maybe 2d4 days? Maybe equal to their level.  

They can cast but there are risks.  On the frist cast role a d12. On the next role a d10 ...
On a roll of 1 their mind is exhusted and they lose concentration with disasterous results. Roll a d6

6- lose that spell permanently.  If they find it again they can try to relearn it but thre is now guarntee.

5- lose containment.  All the spells still memorized go off.  All at once.  This is bad.  DM targets the spells but some bad things always hit the casters allies.  Don't target for maximum harm but make it sting. 0 level spells go off 0-3 times randomly targeted.

4 - Detonation.  Caster takes 1d6 lighting damage for every level of spell they still have memorised.  Then half strenght bolts come arcing off.  Stricking either completely randomly or seeking the nearest target.  Secondairy bolts equal to the number of spells memorised or the number of 6s on the initial damage roll.  They continue jumping halfing in strenght each time until they hit 1d6 but they don't split again.

3- Blood Fire.  Perminatly lose hit points. 1d10 maybe?

2 Burn out.  Lose spell gaining ability.  For a long time.  Maybe perminate. Not less than a year.

1- Coma.  Hit the ground like a sack of shit.  You don't wake up for at least a day.  Maybe as long as a week or two.  If some one does manage to wake you damage will be done.  This is a protective coma your body has sent you into to heal and prevent harm.

You can not use re rolls from luck or other comon ways on these rolls.  But possibly you could gain a boon or a charm from fates,  furies and lesser devines to avoid or mitigate disasters.

Encumbrance, Movement, Short and Long rest.

Short rest is overnight not less than 12 hours.  Long rest is 2d4 days.  

You can't get a short or long rest if traveling in heavy armor. Unless you are traveling on roads.  If traveling on good roads and staying in Inns or well prepared camps long rest can be over night and a short rest can drop down to an hour or two.  

Since I am adding a ristriction to heavy armor I think I will add a boon.  Either damage reduction or the ability to "take it on the armor" and hit twice or something.

Thoughts?
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 06, 2017, 10:42:29 AM
Also thinking of a hardness scale for weapons and armor.  Harder/better material armor would have damage reduction against softer/lesser weapons.  
Copper/ stone
Iron
Steel
Star steel
Adaimantium/ Mytherial
Eog?/Leaon?
Title: Increasing Risk and consquenses in D&D
Post by: ZWEIHÄNDER on April 06, 2017, 10:46:21 AM
Looking at later editions of D&D (per encounter/long rest/short rest), it simply makes my head hurt simply thinking about all the fiddly tracking you'd have to do at higher level.

My suggestion would be to make it simple. Complexity isn't necessary in this regard. As an example, back when I still ran AD&D, we dumped the Vancian memorization stuff. Instead, we had the 'Blood Price'. PCs and NPCs can cast the spells they'd learned as often as they like, but for every casting, sacrifice 1HP damage by level of spell (e.g. 1HP for 1st level spell, 9HP for 9th level spell). It also eliminated the glut of 'spell-stacking', which I found to be oddly confrontational and adversarial from a DM/player relationship when running higher level magic users and clerics.
Title: Increasing Risk and consquenses in D&D
Post by: estar on April 06, 2017, 11:11:11 AM
Quote from: Headless;955731First thanks to who ever mentioned the knight slayer crossbow.  It did 5d4 damage and took a long time to load.  It started this train of thought.

That would be me and you are welcome.


Quote from: Headless;955731All damage dice explode.  On a max roll on any die roll again and add that number to the total, keep rolling as long as you keep maxing.  This makes Fire balls and magic missiles much much more dangerous.  Double dice swords like the Great sword and Falchon also more dangerous.  I might use the threat ranges from 3rd.

That one way of doing it not very D&Dish tho in my opinion. And this is a entirely subjective judgment call on my part.

The solution I adopted for my take on classic D&D is that if you roll a natural 20 you do max damage and get to roll another d20. If you don't hit again you roll your normal damage and add it. If you do hit you do max damage. If you roll another natural 20 you repeat. If you roll enough natural 20s you could be doing triple or more max damage. The most I had a player roll is roll five 20 times in a roll since I started using this rule in 2010.

I feel this is more D&Dish. But as a general purpose RPG mechanic, exploding damage dice do work. The only downside is that the larger damage dice have LESS of a change exploding than smaller damage dice. The way to fix this is recast higher damaging weapons as multiple throws of small dice. For example instead of 1d10 for a two handed sword roll 2d5 or 2d6.

 
QuoteMagic - If a caster casts spells level equal to their charcter level or higher they are exhusted.  They can't regain spells until they rest, for days.  Maybe 2d4 days? Maybe equal to their level.  

Doesn't work after first level. Look at the spell progression chart and when the character get a higher level spell. If I am 5th levels I get my 3rd level spell.


Quote from: Headless;955731Thoughts?

Just grab the 5e SRD, put it in a word processor, make your changes and start running a campaign. Explain that you are evolving the rules to make the game feel more grittier.

Also you may want to keep tabs on Douglas Cole of Gaming Ballistic (https://gamingballistic.com/) who has pretty much the same objective with he take on 5e, Dragon Heresy.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 06, 2017, 11:21:16 AM
Quote-me
Magic - If a caster casts spells level equal to their charcter level or higher they are exhusted. They can't regain spells until they rest, for days. Maybe 2d4 days? Maybe equal to their level.
Quote - you.
Doesn't work after first level. Look at the spell progression chart and when the character get a higher level spell. If I am 5th levels I get my 3rd level spell.

My reply.
Right so a 5th level caster can toss a fire ball no problem.  But if they then try a 2nd level invisibility spell in the same day they might melt their brain.  And if they get away with that and want to start luanching 0 level cantrips (the 1d10 firebolt kind) in another encounter the same day they have to roll on the brain melting table every time.
Title: Increasing Risk and consquenses in D&D
Post by: estar on April 06, 2017, 11:30:19 AM
Quote from: Headless;955743Quote-me
Right so a 5th level caster can toss a fire ball no problem.  But if they then try a 2nd level invisibility spell in the same day they might melt their brain.  And if they get away with that and want to start luanching 0 level cantrips (the 1d10 firebolt kind) in another encounter the same day they have to roll on the brain melting table every time.

I think I see where you going with this. You mean that if TOTAL levels of spells cast during a day exceeds or equals the character's level, exhaustion sets in.

The negative: doesn't sound very D&Dish to me.
The positive: Just try it and if it fits the style and type of campaign you are running I don't see any obvious flaw. It how magic works in your setting. But you do need to run multiple campaigns to get a feel how it actually plays out.
Title: Increasing Risk and consquenses in D&D
Post by: Skarg on April 06, 2017, 12:18:17 PM
I like the intention. Note I don't generally play D&D and one main reason is the power curve and combat system and safety of a pile of hitpoints. And, I double-don't-play 5e because by all accounts it's even more safety-oriented and simplified (e.g. sounds like it has one level of "advantage" to represent every modifier, etc.).

I kind of like the exploding dice, except 1) it is only tied to weapon damage dice and not skill, and 2) if you do max + roll, it means no one ever does just max, so if you care about having all numbers in the range, you'd want to subtract one per explosion. (e.g. if you roll 1d6 and roll 6, you roll again, so unless you subtract one, you can never do 6 with a 1d6 weapon, only 1-5, 7-11, 13-17...)

Other things I'd want to "fix" that I've read about in 5e are the "can't die in one attack regardless of damage" feature, the revival during combat, the easy access to revival, and the generic "has advantage" mechanic (i.e. I'd want a wide range of degrees of advantage).

I'd probably also want to add a wide range of potential effects of injury and target body parts with effects of different durations from funny-bone up to permanent, and some sort of defense system.
Title: Increasing Risk and consquenses in D&D
Post by: MonsterSlayer on April 06, 2017, 01:41:08 PM
Quote from: Headless;955731I like d&d. I like Hitpoints.  But I want a level of Risk in combat starting at the first round.  I also don't like the unlimited magic casters get.  There should be conquences for getting hurt and for unleashing the powers of creation.

So I am experimenting with a couple of rules to make combat more dangerous and to make magic just as powerful but the casters need to ration their spells carefully.

This will be an over lay for 5th ed D&D.

Thoughs and suggestions apreaciated.  I haven't play tested yet.  Also tiny phone.  Thanks for your understand of my terrible spelling.

First thanks to who ever mentioned the knight slayer crossbow.  It did 5d4 damage and took a long time to load.  It started this train of thought.


All damage dice explode.  On a max roll on any die roll again and add that number to the total, keep rolling as long as you keep maxing.  This makes Fire balls and magic missiles much much more dangerous.  Double dice swords like the Great sword and Falchon also more dangerous.  I might use the threat ranges from 3rd.  
The rogue sneak damage wouldn't explode in combat flanking situations.  But it would in non-combat suprise round situations.

Magic - If a caster casts spells level equal to their charcter level or higher they are exhusted.  They can't regain spells until they rest, for days.  Maybe 2d4 days? Maybe equal to their level.  

They can cast but there are risks.  On the frist cast role a d12. On the next role a d10 ...
On a roll of 1 their mind is exhusted and they lose concentration with disasterous results. Roll a d6

6- lose that spell permanently.  If they find it again they can try to relearn it but thre is now guarntee.

5- lose containment.  All the spells still memorized go off.  All at once.  This is bad.  DM targets the spells but some bad things always hit the casters allies.  Don't target for maximum harm but make it sting. 0 level spells go off 0-3 times randomly targeted.

4 - Detonation.  Caster takes 1d6 lighting damage for every level of spell they still have memorised.  Then half strenght bolts come arcing off.  Stricking either completely randomly or seeking the nearest target.  Secondairy bolts equal to the number of spells memorised or the number of 6s on the initial damage roll.  They continue jumping halfing in strenght each time until they hit 1d6 but they don't split again.

3- Blood Fire.  Perminatly lose hit points. 1d10 maybe?

2 Burn out.  Lose spell gaining ability.  For a long time.  Maybe perminate. Not less than a year.

1- Coma.  Hit the ground like a sack of shit.  You don't wake up for at least a day.  Maybe as long as a week or two.  If some one does manage to wake you damage will be done.  This is a protective coma your body has sent you into to heal and prevent harm.

You can not use re rolls from luck or other comon ways on these rolls.  But possibly you could gain a boon or a charm from fates,  furies and lesser devines to avoid or mitigate disasters.

Encumbrance, Movement, Short and Long rest.

Short rest is overnight not less than 12 hours.  Long rest is 2d4 days.  

You can't get a short or long rest if traveling in heavy armor. Unless you are traveling on roads.  If traveling on good roads and staying in Inns or well prepared camps long rest can be over night and a short rest can drop down to an hour or two.  

Since I am adding a ristriction to heavy armor I think I will add a boon.  Either damage reduction or the ability to "take it on the armor" and hit twice or something.

Thoughts?

I think Dungeon Crawl Classics from Goodman Games fixes a lot of your problems, you should look it up.


I do like the exploding dice idea for dealing with mooks.
Your use of differing length short and long rests will probably be too much tracking for me as pointed out up thread. And your boon to armor seems overly gracious compared to the problem. Can't people just take the armor off to take a nap?
Title: Increasing Risk and consquenses in D&D
Post by: Omega on April 06, 2017, 03:12:01 PM
Why exactly do you want to one-hit kill the PCs?

Thats not adding risk. It seems like just an excuse to play Killer DM in an allready deadly system.

Just cut to the chase, point at a character, and say "DEAD!"
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 06, 2017, 03:46:57 PM
Quote from: Omega;955773Why exactly do you want to one-hit kill the PCs?

Thats not adding risk. It seems like just an excuse to play Killer DM in an allready deadly system.

Just cut to the chase, point at a character, and say "DEAD!"

I don't find D&D deadly.  I want a 8th level charcter with 40 or 50 hitpoints to respect a troop of 6 first level guards armed with cross bows thats why.  

I also want a PC to be able to one shot a meat shield.  

I am looking for a way to make Combat faster and more dynamic with out changing the system too much.

 I have another system that is completly home brew.  It uses an opposed dice pool mechanic.  One extra success advantage, two extra success injury to opponent, three extra success you win (death or what ever seams appropriate)  I like that system.  But it is too different from D&D, so I am looking for something to paint over D&D that does something similar.
Title: Increasing Risk and consquenses in D&D
Post by: Longshadow on April 06, 2017, 04:15:12 PM
Why don't you just reduce hp per level?
Title: Increasing Risk and consquenses in D&D
Post by: Opaopajr on April 06, 2017, 05:17:03 PM
Sounds like you are reinventing the wheel. D&D already has multiple optional systems to make magic more variable, costly, and risky.

For 5e, the easiest approach would be to have a campaign world with only Wild Magic Sorcerors as casters -- and maybe restricting at-will cantrips. Try that baseline and dial up your desired campaign setting restrictions from there.
Title: Increasing Risk and consquenses in D&D
Post by: tenbones on April 06, 2017, 05:30:39 PM
... As Opaopajr. says - there are several systems that could help you without reinventing things.

My top recommendations would be:

Fantasycraft and True20

I'm sure others will have suggestions. I use these two because they're *really* toolkitty and allow you make big system changes easily.
Title: Increasing Risk and consquenses in D&D
Post by: Simlasa on April 06, 2017, 06:07:36 PM
I'd say just go play Dungeon Crawl Classics. It's D&D-ish... but casting magic never feels entirely safe and combat seems to remain risky as well. Our campaign has been going for about a year and we MIGHT just be getting to the point where we survive a bit better... but people are still dropping fairly frequently.
Title: Increasing Risk and consquenses in D&D
Post by: tenbones on April 06, 2017, 06:15:51 PM
Yeah DCC is a good alternative if you want something lighter. I can't tell from the OP's post. But given the changes the OP's going after... it reads like he wants/doesn't mind the Crunch.
Title: Increasing Risk and consquenses in D&D
Post by: Spinachcat on April 06, 2017, 06:37:59 PM
Headless, I share some of your concerns as well.

It's why I play stuff like OD&D, S&W:WB and Mazes & Minotaurs.

When PCs have less spells, they don't spam cast.

When PCs have lower HP, they don't act blase about combat.

In S&W:WB that 8th level fighter has 8D6+8 HP and maybe another 8 from CON bonus. On average, that's 44 HP, but to get there, this Fighter has been to hell and back many times over years. They have earned the right to dare piss on a half dozen city guard. However, its still not a great dare because when word gets out you slaughtered the town guard, the nobles send bigger predators at you.

The "respect" doesn't need to be for those 6 crossbowmen, but the 600 others in town plus the 6 mutant ninjas the lord has on retainer for when overpowered asshats invade his town and kill his employees. Also, in my OD&D, crossbows get +2 vs. armor and do 1D6+1 damage (1 round to load), so I am gonna drop probably 9-12 points on that fighter each round from 6 shooters...who might be on rooftops or spread out so the fighter can't chop them like wood in one round.

...and my city guard carry horns. Guess what happens when the horn sounds?

In my campaigns, I have sometimes decided I wanted to use exploding damage. It's all fun and games until the PCs start dropping (which is why I make it players vote). I've added the houserule that the explosion dice can't be more than the original dice. AKA, 2D6 can explode to 4D6, not 10D6. I added that rule after a 7D6 dragon breath (I roll dragon breath) exploded into 72 points of damage and TPK'd the entire campaign.

As for unlimited magic, it works great for me in high fantasy like D&D 4e and Exalted, but in Sword & Sorcery, I prefer magic to be somewhat more special.

Overall though, when I am in the mood for the game you are describing, I pull out Stormbringer 3e. It does exactly what you are describing.

Until PCs have demon armor and demon weapons (it will happen), they damn well respect "normal" troops and magic always remains scary and unpredictable. Oh, you have 6 bound elementals? That's nice until they get loose and remind yo how much they hated being enslaved.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 06, 2017, 06:49:03 PM
Quote from: tenbones;955802... As Opaopajr. says - there are several systems that could help you without reinventing things.

My top recommendations would be:

Fantasycraft and True20

I'm sure others will have suggestions. I use these two because they're *really* toolkitty and allow you make big system changes easily.

Thanks for the suggestions.  If I go with another system I have serveral criteria.  First free.  Or real cheep.  My gaming budget is being spent on primary source documents (history, and there was a book on the trade, hunt and legend sounding gensing of all things which looked like real good souce materia for an economy around magical plants.  I resisted, I don't have time to read the books I have)  and my next purtuchs needs to be Lords Of Olympus.

Second either D&D based or ubiquitous.  I can find good players but they don't come from a games back ground.  I need to train them.  I've taught them 5th ed.  If we go with something different I'll need at least 3 copies on paper.

MUST BE PAPER! I have a no screens rule at my table.  (Strict and abatrary sure but its my table and I have my reasons)

Third, simple.  Well Simple ish.  I love the crunch and my players can handle it but I want the game to be about role playing not adding and subtracting combat modifiers.  I would like to have a moral system and followers and large scale combat but I don't want that to get bogged down.  One or two roles to decide what happens (maybe the dice say "nothing really happens this round")

There are probably some other reqirments that fit in that vein.  

Thats Why I am thinking a home brew painted over 5th ed. Other suggestions still welcomed.
Title: Increasing Risk and consquenses in D&D
Post by: Madprofessor on April 06, 2017, 06:53:16 PM
These are pretty severe changes, but I personally like them.  If you want grittier D&D, what you have here will go a long way towards achieving it.  Your players might no like it so I would bring the changes up to them and explain *why* you want such changes.  

A word of warning, such drastic houserules can have drastic and unforeseen consequences...  but don't let that stop you.  Just realize that things may crop up.  I also think the other suggestions here are good.  OD&D will solve a lot of your combat woes, but less of your magic troubles.  "Crypts and Things" by Newt is a sword and sorcery variant of OD&D that would do both.  Also, DCC is may be exactly what you are looking for.  DCC has much deadlier combat, and much scarier magic (to the user), and still very much D&D.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 06, 2017, 07:19:24 PM
Non-linearity.  Thats What I am looking for.  Hit point based combat is linear.  I knock hitpoints off then enemy a hand full or a double handfull at a time.  They do the same to me.  

I want something Like the duel by the Moon Door in Game of Thrones.  Or duel in 13th warrior.  And keep scaling up.  Have you read Young Miles?  He starts off buying an obsolete jump ship headed for the scrap heap and ends up Admiral of a fleet of mercenary pirates.  He was probably level 2 at the start and level 3 at the end of that adventure.  (If levels applied in stories and they don't)
Title: Increasing Risk and consquenses in D&D
Post by: matthulhu on April 06, 2017, 07:22:33 PM
Quote from: Skarg;955751Other things I'd want to "fix" that I've read about in 5e are the "can't die in one attack regardless of damage" feature, the revival during combat, the easy access to revival, and the generic "has advantage" mechanic (i.e. I'd want a wide range of degrees of advantage).

Even by the base rules in the PHB any creature dies in a single hit if, after dropping to zero hit points, the attack has remaining damage equal to or in excess of the creature's maximum hit points (there is an even grittier optional rule around this in the DMG where any creature taking more than half max HP in damage from one attack has to roll a CON check against a system shock table that at its worst can drop a creature to zero hit points immediately.

Revival during combat is one of my nitpicks about the system. The Lingering Injuries option in the DMG can lead to PCs really fearing dropping to 0 HP (if that's the trigger you choose for the table) but I don't feel like lingering injuries are very "D&D," even in gritty D&D. Instead I use this house rule: anyone who drops to 0 HP also gains a level of Exhaustion. This will ultimately kill a character outright if they are too cavalier about dropping and reviving, but also creates a "death spiral" where characters lose efficiency as they get knocked out of combat and brought back into the fray. (I also use Exhaustion a lot to simulate the wear and tear of various environmental hazards, so it meshes well as a sort of "negative resource" the players have to manage. "If you camp here, without shelter in the rain, you'll risk gaining a level of Exhaustion upon breaking camp." "Oh shit, we already have two levels of Exhaustion and these woods are crawling with ogres, let's press on and see if we can find a cave or something!")


Easy access to revival is what it is, I'm loathe to outright strip abilities from characters and 5e definitely treats 0 hp as more of a "wounded, out of the fray, but possibly rallying" than "mortal wound". My 0 hp = exhaustion rule at least means that no PC can depend on infinite revivals, especially if they're already exhausted to any real degree.

The generic "has advantage/disadvantage" mechanic is to my liking and I'd even use it in older editions of D&D in lieu of tracking modifiers. (And there's still discrete modifiers in 5e, they are just exceedingly rare, and I'd probably ignore them and just use ad/disad because it's there, it's quick, and it works well enough for anyone I've played 5e with- which admittedly is usually total newbies or casual players, not number-crunching hobbyists).
Title: Increasing Risk and consquenses in D&D
Post by: tenbones on April 06, 2017, 09:07:41 PM
Quote from: Headless;955826Thanks for the suggestions.  If I go with another system I have serveral criteria.  First free.  Or real cheep.  My gaming budget is being spent on primary source documents (history, and there was a book on the trade, hunt and legend sounding gensing of all things which looked like real good souce materia for an economy around magical plants.  I resisted, I don't have time to read the books I have)  and my next purtuchs needs to be Lords Of Olympus.

Second either D&D based or ubiquitous.  I can find good players but they don't come from a games back ground.  I need to train them.  I've taught them 5th ed.  If we go with something different I'll need at least 3 copies on paper.

MUST BE PAPER! I have a no screens rule at my table.  (Strict and abatrary sure but its my table and I have my reasons)

Third, simple.  Well Simple ish.  I love the crunch and my players can handle it but I want the game to be about role playing not adding and subtracting combat modifiers.  I would like to have a moral system and followers and large scale combat but I don't want that to get bogged down.  One or two roles to decide what happens (maybe the dice say "nothing really happens this round")

There are probably some other reqirments that fit in that vein.  

Thats Why I am thinking a home brew painted over 5th ed. Other suggestions still welcomed.

SIR, YES SIR!!!

Okay... that's a high bar. But I think my recommendations still stand. Another thought - and this is completely out of left field... Mutants and Masterminds 3e and homebrew it for fantasy.

I've said it many times here before, it's the ultimate D&D Heartbreaker - Fantasycraft can give you what you want but it will take only slightly less work than it would take for you to homebrew 5e. But I'm confident it can give you exactly what you want. True20 is a *lot* more simple and super-flexible. They're both D&D3e derivatives that arrived at far different conclusions and I think they're the only 3.x games I'd ever run willingly. Both are pretty cheap on Amazon. Fantasycraft is a PHB/DMG/MM all in one massive book that gives a shit-ton of options that essentially lets you build your own brand of D&D from the ground up. I still maintain it's one of the most amazing pieces of rpg-design I've ever seen. Some will say it's the work of over-obsessed supernerds that loved 3.x  (Sorry Pat and Alex - I still respect the hell out of both of you) - but its amazing even in its madness.

True20 is amazing. I could see EITHER of these as being what D&D4e should have been and if so - I think the Nerdzerker Edition Wars may never have happened. Or maybe I'm just an optimist?
Title: Increasing Risk and consquenses in D&D
Post by: Spinachcat on April 06, 2017, 09:18:43 PM
Here is OpenQuest. It's free, but I'd buy the cheap POD instead of burning printer ink.
http://d101games.com/books/openquest/

Here is a review of OpenQuest by a D&D fan/OSR junkie.
http://grognardia.blogspot.com/2011/03/review-openquest.html

BTW, is there a free version of True20?
Title: Increasing Risk and consquenses in D&D
Post by: Opaopajr on April 06, 2017, 09:35:12 PM
Pretty certain that D&D 5e spoiled the Wild Magic Sorceror's "Wild Magic" table preceding the release of the PHB. Along with the sorceror class from the SRD, Basic 5e, and a printer, you should be perfectly fine -- and completely free.

I believe that should actually cover every single requirement you asked for. Free, on paper, not many pages, easy resolution (under 3 rolls), no modifier overload, players already know 5e, etc.

Let me know if you need more help.
Title: Increasing Risk and consquenses in D&D
Post by: Spinachcat on April 06, 2017, 10:19:53 PM
How dangerous / interesting / unpredictable is Wild Magic in 5e?

Also how comic vs. how strange?
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 07, 2017, 09:16:32 AM
Quote from: Spinachcat;955870How dangerous / interesting / unpredictable is Wild Magic in 5e?

Also how comic vs. how strange?

I find it cartoony.  I the one time I used the feature I ingnored the table all together.  Come on a guy turns blue? That goes one of three ways. Either a zany non-feature or the guy gets lynched in the first town he enters or the player hyjacks the game becuase every encounter becomes about earning grudging acceptance from the town folks.  Drowism for blue halflings, ucick!
Title: Increasing Risk and consquenses in D&D
Post by: Opaopajr on April 07, 2017, 10:21:31 AM
Quote from: Headless;955918I find it cartoony.  I the one time I used the feature I ingnored the table all together.  Come on a guy turns blue? That goes one of three ways. Either a zany non-feature or the guy gets lynched in the first town he enters or the player hyjacks the game becuase every encounter becomes about earning grudging acceptance from the town folks.  Drowism for blue halflings, ucick!

And yet it is far easier to edit individual goofy entries like that than reinventing the wheel. :cool:

Given 5e is from an age just after where level drain is unspeakable anathema, I was surprised how swingy and full of combat/campaign impact so many of the results were. (edit: yes, it was some weak sauce stirred within, but given from whence we came...)

Templates are fantastic GM resources and should be stolen shamelessly to be readapted. If it were me, I'd categorize what sort of volatile nature I'd want extant in my magic, form a desired probability, and then rip straight from 5e's and/or DCC's tables corresponding effects for my own Magic FUBAR table. Probably also resize my table from d100 into something smaller, too.

Why don't you do a basic Random Encounters Table (d8+d12)? Then you can fill in the lower rarity values with catastrophic effects, the higher rarity values with miraculous ones, and the commons with whatever lateral banality or fancy strikes you. Only 19 values to fill, which is easy to cherry pick your favorites from the already made ideas above (and elsewhere).

Here, for my next post I'll go scribble up my own according to a 5-minute brainstorm exercise scratch campaign.
Title: Increasing Risk and consquenses in D&D
Post by: Opaopajr on April 07, 2017, 11:37:29 AM
"The Dance of Life & Death" Sorcerer. Tapping into magic shifts the flow of vitality and pain in life's struggle to survive. Normally the flow spills out and confuses the hunt, so that the success of fight or flight is in flux. However sometimes the balance tips in favor of hunter or prey, and thus HP is redistributed for one side or the other.

Wild Magic Table
() = 5e Wild Magic Table value. * = Variation from original content. italics = changed content.

Rare bad
2. (41-42) You turn into a potted plant until the start of you next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 HP, your pot breaks, and your form reverts.
3. (07-08) You cast fireball as a 3rd-lvl spell centered on yourself.
4. (83-84)* Each ally w/in 30' of you takes 1d10 necrotic damage. Nearest enemy regains HP equal to sum of this damage.
5. (71-72)* A random ally w/in 120' of you gains vulnerability to all damage for the next minute.

Uncommon bad
6. (15-16)* For the next minute, your nearest enemy regain 5 HP at the start of each of your turns.
7. (33-34)* Minimize the damage of the next damaging spell you cast w/in the next minute.
8. (39-40)* Random enemy w/in 60' of you regain 2d6 HP.

Common
09. (85-86) You cast mirror image.
10. (87-88) You cast fly on a random creature w/in 60' of you.
11. (19-20) You cast grease centered on yourself.
12. (93-94) Your size increases by one size category for the next minute.
13. (63-64) You cast fog cloud centered on yourself.

Uncommon good
14. (15-16) For the next minute, you regain 5 HP at the start of each of your turns.
15. (39-40) You regain 2d10 HP.
16. (33-34) Maximize the damage of the next damaging spell you cast w/in the next minute.

Rare good
17. (83-84)* Each enemy w/in 30' of you takes 1d10 necrotic damage. You regain HP equal to sum of this damage.
18. (71-72) You gain resistance to all damage for the next minute.
19. (65-66)* Up to three enemy creatures you choose w/in 30' of you take 4d10 lightning damage.
20. (91-92) If you die w/in next minute, you immediately come back to life as if by reincarnate spell

There, setting decided first, then extant content cherry-picked, judged, organized, adapted, and restructured. Now articulate what you have envisioned, gleam relevant already made stuff, and the rest falls into place.
Title: Increasing Risk and consquenses in D&D
Post by: Telarus on April 07, 2017, 03:24:55 PM
http://fasagames.com/earthdawn-whatis/earthdawn/

Your exploding damage dice rules drift things really close to Earthdawn (full disclosure, I am a dev for some of the 4E Companion material). Death is always a risk (my favorite Archer Adept moment was when I one shotted the griffin that was about to eat our horses with a Fire Arrow that got multiple explosions), but as all PC type characters use magic there are ways to manage the risk. Also, the in game metaphysics say that the spirit of Death is trapped under a lava-field, giving about an hour for curative magic to work, even on corpses. Mages get even more "unlimited" casting, but can only cast a few spell chosen at the start if the day "safely", as unsafe "raw casting" tends to attract the Horrors (the setting's Lovecraftian gribblies). Damage reduction for armor and "strain damage" to activate certain abilities is also baked into the system. It runs on a familiar set of 6 stats of 3-18 scale, & has all the classic archetypes. I personally think ED does the Thief and Illusionist archetypes better than most attempts at them. I'll see if I can find my link to the 4E Quickstart for you in a little while.
Title: Increasing Risk and consquenses in D&D
Post by: Dave 2 on April 09, 2017, 10:52:38 PM
Quote from: Headless;955731Thoughts?

As a house rule to an existing version of D&D, spontaneous wizard combustion simply for casting standard spells would be an absolute deal breaker for me.  It calls into question a GM's understanding of basic probability, commitment to an ongoing campaign, and interest in resolving actions impartially rather than for his own entertainment.

If you do want dangerous magic that's respectable, but it would be far better to build the magic system and classes with that in mind from the ground up.  Ideally wizards would have things they can do* without risking their heads exploding, and when they did chance it the gain or the power would be worth the risk.  DCC is a good example of this, and I think it would be up your alley if price weren't an issue.  But if you're just doing a one pass hack of D&D it'd be more honest and respectful of your players to say "hey, no spellcasters this game, I'm going for a Conan thing" than to say "oh yeah, wizards are fine *snicker* (I'll just nuke them later)".

*And "things to do" doesn't even have to be spells/cantrips, though it might be.  It could be lore and knowledge skills, second rank fighter, or partial thief abilities.  But all those require more than one pass with house rules.

On increasing uncertainty in combat, I have this idea that 5e's whole short rest/long rest economy opens up the old idea of players rolling their exact hit points for each combat, maybe only after they take damage.  I haven't nailed down exactly how that should interact with damage and rests though.
Title: Increasing Risk and consquenses in D&D
Post by: Krimson on April 09, 2017, 11:29:17 PM
As weird as it sounds, maybe check out how Health and Stamina worked for d20 Star Wars. Basically, your health is equal to your Constitution score. Your Stamina replaces normal hit points. The way it works is that on a critical hit, you take damage directly to your health instead of your Stamina (Hit Points). I'm not saying to use this, but that it's a worthwhile mechanic to look into for inspiration.

Changing rest times I think is covered in the 5e DMG. Short Rests become an 8 hour sleep and Long Rests are something like a week(?). If this was applied to Spellcasters, then a night's sleep is not going to give them their spells back. That in itself would encourage players to use them more sparingly. I'd recommend letting them keep their Cantrips.

Exploding dice in D&D... I'm not sure but I certainly look forward to a polished version. Not including sneak attack... Well... I mean people do die from a single wound sometimes but my 1995 self who was stabbed three times does appreciate this. :D

I'm also not sure about Damage Reduction in 5e. However your idea does have merit. I have used hardness in 1e so I am sure it could be adapted. Actually, I kind of like the idea of softer materials having a hard time affecting harder materials. Something like a regular steel dagger having no effect on someone in Mithril or Adamantite armor isn't too far fetched.

I've thought about using Fatigue in lieu of spell slots for an OSR idea. One idea has a Fatigue system based on saving throws or DCs for all sorts of actions, where spellcasting is included. Spells of higher levels obviously having higher DCs and the amount by which you fail is relevant. In essence, it is possible for a spell to take everything out of you and you pass out.

Your spell failure/misfire thing is neat and reminds me a bit of Wild Magic Surges from the 2e Tome of Magic. The "everything going off at once" thing could be downright scary.

Other things of note. Maybe check out the e6 rules for 3.5e. In a way, e6 is kind of embedded into 5e and kind of not. It is at least for combat. You could stick with Hit Points with this kind of system as the most anyone would have is 6dX, with maybe 1-3 HP per level after level 6? Spellcasters are limited to level 3 spells though I think your idea is that higher level spells exist but there is supposed to be an increasing risk.

Out of any of the editions, 2.5e (The Black Books) had some nice information, particularly in Spells and Magic. Maybe consider adding risk based on the school of magic used? Divination might not be as dangerous as an Evocation or Necromantic spell. Necromancy might have it's own risks. I don't know, your ideas are in a pretty raw statebut there's nothing wrong with brainstorming.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 10, 2017, 01:44:27 PM
Quote from: Dave R;956344But if you're just doing a one pass hack of D&D it'd be more honest and respectful of your players to say "hey, no spellcasters this game, I'm going for a Conan thing" than to say "oh yeah, wizards are fine *snicker* (I'll just nuke them later)".

I usually try to be clear about expectations.  I am also a permissive DM, so if the players find a way to get around my limitations I am happy to roll with it.  No really, absolutly thrilled when they do that they become my parterns instead of my students (analog relationship not actual).

I don't like how computer gamey the spells are.  I don't know how to explain it.  I feel like "oh the wizard is out of spells, time to change the batteries."
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 10, 2017, 01:46:50 PM
As for divination which apparently is a problem for some games, I kind of thinknof it like active sonar.  Sure you can ping and find out where everything is but any one listening hears you too.
Title: Increasing Risk and consquenses in D&D
Post by: crkrueger on April 10, 2017, 02:37:34 PM
If you want D&D, play or take a look at DCC or Conan d20 both have some good ideas to grab, also take a look at Hackmaster Basic, the rules for exploding damage, special attacks and defenses on natural 19's and 20's make for more dynamic and deadly combat.

If you're not 100% sold on D&D, play Mythras with the Classic Fantasy supplement.
Title: Increasing Risk and consquenses in D&D
Post by: Krimson on April 10, 2017, 02:53:35 PM
Quote from: Headless;956445As for divination which apparently is a problem for some games, I kind of thinknof it like active sonar.  Sure you can ping and find out where everything is but any one listening hears you too.

If you are using 5e as a base, take a look at the description for the Scrying spell, particularly "...The spell creates an invisible sensor within 10ft of the target. A creature that can see invisible objects sees the sensor as a luminous orb..."
Title: Increasing Risk and consquenses in D&D
Post by: Psikerlord on April 10, 2017, 05:37:49 PM
Quote from: Headless;955731I like d&d. I like Hitpoints.  But I want a level of Risk in combat starting at the first round.  I also don't like the unlimited magic casters get.  There should be conquences for getting hurt and for unleashing the powers of creation.

So I am experimenting with a couple of rules to make combat more dangerous and to make magic just as powerful but the casters need to ration their spells carefully.

This will be an over lay for 5th ed D&D.

Thoughs and suggestions apreaciated.  I haven't play tested yet.  Also tiny phone.  Thanks for your understand of my terrible spelling.

First thanks to who ever mentioned the knight slayer crossbow.  It did 5d4 damage and took a long time to load.  It started this train of thought.


All damage dice explode.  On a max roll on any die roll again and add that number to the total, keep rolling as long as you keep maxing.  This makes Fire balls and magic missiles much much more dangerous.  Double dice swords like the Great sword and Falchon also more dangerous.  I might use the threat ranges from 3rd.  
The rogue sneak damage wouldn't explode in combat flanking situations.  But it would in non-combat suprise round situations.

Magic - If a caster casts spells level equal to their charcter level or higher they are exhusted.  They can't regain spells until they rest, for days.  Maybe 2d4 days? Maybe equal to their level.  

They can cast but there are risks.  On the frist cast role a d12. On the next role a d10 ...
On a roll of 1 their mind is exhusted and they lose concentration with disasterous results. Roll a d6

6- lose that spell permanently.  If they find it again they can try to relearn it but thre is now guarntee.

5- lose containment.  All the spells still memorized go off.  All at once.  This is bad.  DM targets the spells but some bad things always hit the casters allies.  Don't target for maximum harm but make it sting. 0 level spells go off 0-3 times randomly targeted.

4 - Detonation.  Caster takes 1d6 lighting damage for every level of spell they still have memorised.  Then half strenght bolts come arcing off.  Stricking either completely randomly or seeking the nearest target.  Secondairy bolts equal to the number of spells memorised or the number of 6s on the initial damage roll.  They continue jumping halfing in strenght each time until they hit 1d6 but they don't split again.

3- Blood Fire.  Perminatly lose hit points. 1d10 maybe?

2 Burn out.  Lose spell gaining ability.  For a long time.  Maybe perminate. Not less than a year.

1- Coma.  Hit the ground like a sack of shit.  You don't wake up for at least a day.  Maybe as long as a week or two.  If some one does manage to wake you damage will be done.  This is a protective coma your body has sent you into to heal and prevent harm.

You can not use re rolls from luck or other comon ways on these rolls.  But possibly you could gain a boon or a charm from fates,  furies and lesser devines to avoid or mitigate disasters.

Encumbrance, Movement, Short and Long rest.

Short rest is overnight not less than 12 hours.  Long rest is 2d4 days.  

You can't get a short or long rest if traveling in heavy armor. Unless you are traveling on roads.  If traveling on good roads and staying in Inns or well prepared camps long rest can be over night and a short rest can drop down to an hour or two.  

Since I am adding a ristriction to heavy armor I think I will add a boon.  Either damage reduction or the ability to "take it on the armor" and hit twice or something.

Thoughts?

I like the dangerousness of exploding dice, that would go some way to combating 5e HP inflation at 11th+

I like the d12 usage die on casting. I'd make up a huge table of weird effects for it, like Wild Magic but darker.

I like the 2d4 day long rest and overnight short rest. This will mean even short rest classes will think twice about spamming their abilities, there often be a meaningful choice to be made mid dungeon. Possibly wont fix the "wilderness trek" over a week issue of spamming abilities during the day, but it's better than 5e default.

I'm not sure about the heavy armour thing - is that really necessary?

If you want more consequences for getting hurt, you might look at implementing a lingering injury table of some kind, and introduce a spell that (slowly) removes such.
Title: Increasing Risk and consquenses in D&D
Post by: Simlasa on April 10, 2017, 07:02:32 PM
Quote from: Psikerlord;956489If you want more consequences for getting hurt, you might look at implementing a lingering injury table of some kind, and introduce a spell that (slowly) removes such.
Again, it's something I like about DCC that (at least in our game) we run into a fair bit of stuff that causes 'conditions' in addition to straight up HP loss. Conditions hit base characteristics and don't necessarily heal naturally... and they're a bit harder to heal with magic.
There's also the permanent stat loss taken every time your PC is brought back from the brink of death.

And I do like the idea of slower healing spells...
One of the things that I often dislike about magic healing is the immediate/infallible nature of it... it has a 'meta' quality to it, as it's more about addressing Player/game concerns than setting/plausibility. Something slower, perhaps with complications, would work better for my tastes. Maybe make it so slow spells can be pushed to act faster, but with commensurate risks... such as causing weird growths and strange appetites.
Title: Increasing Risk and consquenses in D&D
Post by: Madprofessor on April 11, 2017, 12:25:12 PM
I can't quite grasp why you want to hack 5th when there are so many spins and versions of D&D that do a great job of achieving the results you are looking for.  5th, I think, is a trickier version of D&D to hack than most primarily because of the ways that classes are structured.  Besides, 5th  has HP inflation, and almost every single class has magic.  To me at least, the assumptions of 5th is that of a highly magical world.  You have some good ideas, and I hack games all the time, so I get where you are coming from, but if I wanted to hack D&D to get a more gritty sword and sorcery vibe, 5th would be among my last choices.  Power to you, if that is what you want to do, but again DCC, Mongoose d20 Conan (best version of 3.5 by far), and Crypts and Things already do what you are trying to do and do it well, and any older edition of D&D would make a better starting point for a hack than 5th, at least  IMHO.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 11, 2017, 12:42:29 PM
Quote from: Madprofessor;956656I can't quite grasp why you want to hack 5th .....

 ......
DCC, Mongoose d20 Conan (best version of 3.5 by far), and Crypts and Things already do what you are trying to do and do it well, and any older edition of D&D would make a better starting point for a hack than 5th, at least  IMHO.

Its very simple.  So simple no one seams to be able to understand.  

I don't have those games.  And I can't get them.  What ever I play will be D&D 3rd, or 5th.  Or pathfinder (and it won't be pathfinder) or pre d20 world of darkness.  I have role master, I could get HackMasted, and I could get Pallaidum but won't cause I know the system and its too involved.  

So it will be either a paint over 3 or 5 or completely home brew.  (I have 1 and 2 as well but I like 3 and 5 better no thac0)  

If you have some extra copies of those systems you are suggesting and want to send them to me that would be swell.  Or I might find them used in a comic book shop but I won't hold my breath.
Title: Increasing Risk and consquenses in D&D
Post by: Madprofessor on April 11, 2017, 03:24:13 PM
Quote from: Headless;956658Its very simple.  So simple no one seams to be able to understand.  

I don't have those games.  And I can't get them.  What ever I play will be D&D 3rd, or 5th.  Or pathfinder (and it won't be pathfinder) or pre d20 world of darkness.  I have role master, I could get HackMasted, and I could get Pallaidum but won't cause I know the system and its too involved.  

So it will be either a paint over 3 or 5 or completely home brew.  (I have 1 and 2 as well but I like 3 and 5 better no thac0)  

If you have some extra copies of those systems you are suggesting and want to send them to me that would be swell.  Or I might find them used in a comic book shop but I won't hold my breath.

OK, I get you, but this is what I would do.  Crypts and Things is a version of OD&D adapted to sword and sorcery.  It has deadly combat and dangerous magic.  All it is basically is Swords and Wizardry (OD&D) modified by Akrasia's house rules which were published in Fight On! Magazine.

You can download Swords and Wizardry for free here:

http://www.lulu.com/shop/matthew-finch/swords-wizardry-core-rules-pdf/ebook/product-15718826.html

Then you can go to Akrasia's blog, Akratic Wizardry, and his house rules can be found there.  You can get them here:

http://akraticwizardry.blogspot.com/2009/07/swords-sorcery-house-rules-index.html

And Bam! You have 90% of Crypts and things minus the setting.  Free D&D for gritty swords and sorcery that is rules light and easily hackable if you want to make adjustments.

That's my suggestion.

Although, I want to re-iterate that if hacking 5th is really what you want to do - go for it! It's your game.  It's not what I would do, but you're not me, and there is nothing wrong with your approach.  I'll shut up now and quit making suggestions about what I would do if I were in your place.

edit: oh and there is no thac0 either, with S&W and C&T you can use either ascending or descending AC.
Title: Increasing Risk and consquenses in D&D
Post by: Psikerlord on April 11, 2017, 04:49:17 PM
Quote from: Headless;956658Its very simple.  So simple no one seams to be able to understand.  

I don't have those games.  And I can't get them.  What ever I play will be D&D 3rd, or 5th.  Or pathfinder (and it won't be pathfinder) or pre d20 world of darkness.  I have role master, I could get HackMasted, and I could get Pallaidum but won't cause I know the system and its too involved.  

So it will be either a paint over 3 or 5 or completely home brew.  (I have 1 and 2 as well but I like 3 and 5 better no thac0)  

If you have some extra copies of those systems you are suggesting and want to send them to me that would be swell.  Or I might find them used in a comic book shop but I won't hold my breath.

You could check out Low Fantasy Gaming rpg (d20 variant, low magic base, free PDF or print on demand: https://lowfantasygaming.com/ )
Title: Increasing Risk and consquenses in D&D
Post by: MonsterSlayer on April 11, 2017, 05:22:56 PM
Quote from: Headless;956658Its very simple.  So simple no one seams to be able to understand.  

So it will be either a paint over 3 or 5 or completely home brew.  (I have 1 and 2 as well but I like 3 and 5 better no thac0)  


Yes multiple people do understand.... they keep telling you "DCC". Turn up the hearing aid.

Seriously it is a paint over of 3 rd edition. Exactly what you are asking for..... Ascending AC, the same three saving throws, you can port some skills if you have to. Think of the fighter's mighty deeds in terms of feats.

If you can't afford it, there are PDFs of the quickstart rules floating around if you search Dungeon Crawl Classic Rules.

Try it out and get back to us with more guidance. Enjoy the TPK you evil bastard.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 11, 2017, 06:53:45 PM
Enough people have told me DDC that I will have to take a look.  I can afford my copy.  I can't get 3.  My players bought 5th we had a game that fell apart for life related reasons (not mine). I can probably get them to change 1 more time.  But thats it, if I ask for a thrid system change I lose them.  

Thanks for all your help.  Sorry to be difficult.  I am very jellous of most of you for the strenght and depth and permanence of the gaming comunity you are in.  I don't think you know how lucky you are.
Title: Increasing Risk and consquenses in D&D
Post by: Headless on April 15, 2017, 12:17:57 PM
What about attracting the attentions of powerful spirts if the casters really cut loose?  I'm going for a "the world is alive and mysterious occasionally capricious" if they there is a bunch of high level spells going off thats going to attract attention.  Spirts, ghost, fey, deamons, dragon, gods and maybe even mortal practitioners.  

 It would amp up the role playing. And add consequences to roll playing.