Lonely Tylenol
2014-10-05, 09:39 PM
Good afternoon Playground,
I have been tossing an idea around in my head for some time about the idea of playing D&D as, essentially, a roguelike, complete with random, procedurally-generated dungeons, single-player survivalist mentality, permadeath, and an occasionally insane difficulty. With the D&D Next core rulebooks on order for my girlfriend's birthday and the Basic Rules PDF on-hand, I've decided that I'm going to try and create a defined rule set for modifications a DM might make for a D&D Next roguelike, and then I will possibly extrapolate these rules to older editions with the addition of the Dungeon Master's Guide (which already makes such adaptations for the regular rule set), and then, possibly, other systems which don't have such options. This is not the final product (which will ideally be a presentation of the rules, benefits, and resources in a cohesive fashion), so much as it is a way of reaching out to the community here and brainstorming this.
First things first: a few resources that I believe might prove invaluable to a roguelike DM:
- Donjon d20 Random Dungeon Generator (http://donjon.bin.sh/d20/dungeon/): a faithful random dungeon generator that might prove invaluable for roguelikes. Comes complete with name generator (so you can track the progress of each dungeon individually), different levels, and various customization options. Does not contain monsters. Generates a wandering monster table, and populates each room with traps, monsters, and treasure if you're not a dumb butt like me, and you scroll down!
- Wizards' Random Dungeon Generator (https://www.wizards.com/dnd/mapper/launcher.htm): from WotC itself, this random dungeon generator has a wide array of customization options, and includes an adventure setting option, which provides adventure hooks, populates the dungeon with monsters (from a number of different sources), and includes a wandering monster table. The dungeon population only references the HD/HP, CR, and source book of the monster, and appears to be for 3.5e, but the monsters could be adapted (or you could simply use the D&D Next Monster Manual in place of the 3.5 one, and reroll for creatures which don't exist in the manual).
- D&D Next Basic Rules PDF (http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2.pdf): the PDF of the D&D Next Basic Rules. As player options go, D&D can be played as a roguelike completely from this PDF. It lacks customization options, but this is actually more conducive to the pick-up-and-play style that this game type is meant to entail.
- D&D Next Bestiary (https://sites.google.com/site/ddnextindex/5---bestiary): a bestiary of monsters which are, I assume, either from the Starter Kit or playtest. It is rather bare-bones, not an official source, and I caution against using it if books are available, but it does provide a playable resource for people who just want a pick-up-and-play experience (which this is intended to provide).
Next, for rules modifications, I am going to break this down into two difficulties ("normal" and "hard"):
All games:
- 27-point allotment for ability scores. No score can exceed 15 per point buy.
- All characters begin at level 1, with starting gear appropriate for their class (as outlined in Chapter 3) and nothing else.
- Character customization options (as outlined in Chapter 6) are disabled.
- For all intents and purposes, the game is considered to happen on a round-by-round basis unless the action the character takes (traversing a long hallway, searching a room) involves minutes of time.
Normal:
- When you level up (Chapter 1), you add the hit point total gained by leveling up to both your maximum and current hit point totals. This is considered a short rest for the purposes of resting and recovering abilities.
- Spellcasting classes (Chapter 3) gain the difference in spell slots between levels (for example, a 1st-level Cleric advancing to 2nd level gains 1 1st-level spell slot: the difference between 2 and 3. At 3rd level, that Cleric gains 1 1st-level spell slot and 2 2nd-level spell slots, and so on), but does not recover expended spell slots. Upon level-up, you are considered to have automatically prepared a new spell to account for the difference (either from increased level or increased ability score), but can only exchange old spells for new during a long rest.
- You are considered to have taken a short rest (Chapter 8) each time you level up, and are considered to have automatically expended your Hit Dice to match your maximum hit point increase with your current hit point increase. You may only expend one Hit Dice per short rest. You are allowed only one long rest per game (that is, until death or escape from the dungeon) - use it wisely.
- Food rules (Chapter 8) operate on a per hour basis. Eating resets the "hours without food" count to zero, and if done during a short rest, lowers your exhaustion level by 1. (For the purposes of resting, taking a break to eat the first available opportunity after you level up counts.)
Hard:
- When you level up (Chapter 1), you add the hit point total gained by leveling up to both your maximum and current hit point totals. This is not considered a short rest for the purposes of resting. You gain additional uses of an ability only if leveling up would grand additional uses of that ability between rests. For example, a Cleric would gain a second use of Channel Divinity at level 6, but would not regain the first use if it was already expended.
- Spellcasting classes (Chapter 3) gain the difference in spell slots between levels (for example, a 1st-level Cleric advancing to 2nd level gains 1 1st-level spell slot: the difference between 2 and 3. At 3rd level, that Cleric gains 1 1st-level spell slot and 2 2nd-level spell slots, and so on), but does not recover expended spell slots. Upon level-up, you are considered to have automatically prepared a new spell to account for the difference (either from increased level or increased ability score), but you cannot exchange old prepared spells for new ones.
- Inspiration (Chapter 4) is disabled.
- Encumbrance variant rules (Chapter 7) are enabled.
- Resting (Chapter 8) is disabled.
- Food rules (Chapter 8) operate on a per hour basis. Eating resets the "hours without food" count to zero, but does not reset exhaustion.
I am presently working on:
- Monster tables per level (using the above bestiary)
- Loot tables (pending the Dungeon Master's Guide, this will merely involve nonmagical loot)
I would like input on all of the above and more!
What would you all like to see in a D&D Next game that challenges you to simply endure its hardships and get further than you have before?
I have been tossing an idea around in my head for some time about the idea of playing D&D as, essentially, a roguelike, complete with random, procedurally-generated dungeons, single-player survivalist mentality, permadeath, and an occasionally insane difficulty. With the D&D Next core rulebooks on order for my girlfriend's birthday and the Basic Rules PDF on-hand, I've decided that I'm going to try and create a defined rule set for modifications a DM might make for a D&D Next roguelike, and then I will possibly extrapolate these rules to older editions with the addition of the Dungeon Master's Guide (which already makes such adaptations for the regular rule set), and then, possibly, other systems which don't have such options. This is not the final product (which will ideally be a presentation of the rules, benefits, and resources in a cohesive fashion), so much as it is a way of reaching out to the community here and brainstorming this.
First things first: a few resources that I believe might prove invaluable to a roguelike DM:
- Donjon d20 Random Dungeon Generator (http://donjon.bin.sh/d20/dungeon/): a faithful random dungeon generator that might prove invaluable for roguelikes. Comes complete with name generator (so you can track the progress of each dungeon individually), different levels, and various customization options. Does not contain monsters. Generates a wandering monster table, and populates each room with traps, monsters, and treasure if you're not a dumb butt like me, and you scroll down!
- Wizards' Random Dungeon Generator (https://www.wizards.com/dnd/mapper/launcher.htm): from WotC itself, this random dungeon generator has a wide array of customization options, and includes an adventure setting option, which provides adventure hooks, populates the dungeon with monsters (from a number of different sources), and includes a wandering monster table. The dungeon population only references the HD/HP, CR, and source book of the monster, and appears to be for 3.5e, but the monsters could be adapted (or you could simply use the D&D Next Monster Manual in place of the 3.5 one, and reroll for creatures which don't exist in the manual).
- D&D Next Basic Rules PDF (http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2.pdf): the PDF of the D&D Next Basic Rules. As player options go, D&D can be played as a roguelike completely from this PDF. It lacks customization options, but this is actually more conducive to the pick-up-and-play style that this game type is meant to entail.
- D&D Next Bestiary (https://sites.google.com/site/ddnextindex/5---bestiary): a bestiary of monsters which are, I assume, either from the Starter Kit or playtest. It is rather bare-bones, not an official source, and I caution against using it if books are available, but it does provide a playable resource for people who just want a pick-up-and-play experience (which this is intended to provide).
Next, for rules modifications, I am going to break this down into two difficulties ("normal" and "hard"):
All games:
- 27-point allotment for ability scores. No score can exceed 15 per point buy.
- All characters begin at level 1, with starting gear appropriate for their class (as outlined in Chapter 3) and nothing else.
- Character customization options (as outlined in Chapter 6) are disabled.
- For all intents and purposes, the game is considered to happen on a round-by-round basis unless the action the character takes (traversing a long hallway, searching a room) involves minutes of time.
Normal:
- When you level up (Chapter 1), you add the hit point total gained by leveling up to both your maximum and current hit point totals. This is considered a short rest for the purposes of resting and recovering abilities.
- Spellcasting classes (Chapter 3) gain the difference in spell slots between levels (for example, a 1st-level Cleric advancing to 2nd level gains 1 1st-level spell slot: the difference between 2 and 3. At 3rd level, that Cleric gains 1 1st-level spell slot and 2 2nd-level spell slots, and so on), but does not recover expended spell slots. Upon level-up, you are considered to have automatically prepared a new spell to account for the difference (either from increased level or increased ability score), but can only exchange old spells for new during a long rest.
- You are considered to have taken a short rest (Chapter 8) each time you level up, and are considered to have automatically expended your Hit Dice to match your maximum hit point increase with your current hit point increase. You may only expend one Hit Dice per short rest. You are allowed only one long rest per game (that is, until death or escape from the dungeon) - use it wisely.
- Food rules (Chapter 8) operate on a per hour basis. Eating resets the "hours without food" count to zero, and if done during a short rest, lowers your exhaustion level by 1. (For the purposes of resting, taking a break to eat the first available opportunity after you level up counts.)
Hard:
- When you level up (Chapter 1), you add the hit point total gained by leveling up to both your maximum and current hit point totals. This is not considered a short rest for the purposes of resting. You gain additional uses of an ability only if leveling up would grand additional uses of that ability between rests. For example, a Cleric would gain a second use of Channel Divinity at level 6, but would not regain the first use if it was already expended.
- Spellcasting classes (Chapter 3) gain the difference in spell slots between levels (for example, a 1st-level Cleric advancing to 2nd level gains 1 1st-level spell slot: the difference between 2 and 3. At 3rd level, that Cleric gains 1 1st-level spell slot and 2 2nd-level spell slots, and so on), but does not recover expended spell slots. Upon level-up, you are considered to have automatically prepared a new spell to account for the difference (either from increased level or increased ability score), but you cannot exchange old prepared spells for new ones.
- Inspiration (Chapter 4) is disabled.
- Encumbrance variant rules (Chapter 7) are enabled.
- Resting (Chapter 8) is disabled.
- Food rules (Chapter 8) operate on a per hour basis. Eating resets the "hours without food" count to zero, but does not reset exhaustion.
I am presently working on:
- Monster tables per level (using the above bestiary)
- Loot tables (pending the Dungeon Master's Guide, this will merely involve nonmagical loot)
I would like input on all of the above and more!
What would you all like to see in a D&D Next game that challenges you to simply endure its hardships and get further than you have before?