TrinculoLives
2017-09-28, 02:01 AM
(If Yu Min is reading this, go away!)
Hi all,
I am about to start running Red Hand of Doom for 5th edition this next weekend, and I've been thinking about the 5th edition Adventuring Day.
Roughly speaking, 5e is designed for around 6 encounters and about two short rests per day. Now I'm not very familiar with 3rd edition, but I do know that a good amount of emphasis in this adventure is placed on a certain healing item (if you know the adventure you'll know what I'm talking about), and on having a good store of potions. I'd like to include this healing item in the adventure, and have it be a meaningful thing for the players to get.
RHoD also has a ticking time bomb element to it and I'd like to slow down the adventuring pace of the PCs so as to put the screw to the players a bit. The setting in which I'm placing the adventure is quite a bit smaller than the original, and travel times are not going to be as significant of a drag on the party's time.
Oh, and I've been trying to incorporate Inspiration for ages in my games, but haven't worked out an effective system. So I want to encourage Inspiration use as well.
Anyway, I thought I'd try out something like the Gritty Rest variant from the DMG, but with a few tweaks specific to this adventure.
Basically my goals are:
-Keep relative deadliness of encounters, traps, etc. low compared to the party.
-Keep combat difficulty challenging by decreasing frequency of Resting.
-Encourage usage of Inspiration mechanic, specifically Option #1 from this (http://theangrygm.com/take-the-suck-out-of-inspiration/) Angry GM article.
-Borrow some resting mechanics from older editions for the fun of it.
Do the following changes help with that? And do you see any significant problems therein?
1. Short Rests take as long as Long Rests do currently. At the end of this "Short Rest", in addition to the usual benefits, a character regains a number of hp equal to their level + CON modifier ( got the idea from 3e)
2. A "Breather" of five minutes of uninterrupted rest can be used by the party at any time. During this time, they can use any Hit Dice available to them, as in a Short Rest. (~4e)
3. Long Rests require 24 hours of uninterrupted resting, but with the exception that travel at a Slow Pace (in fair weather conditions) is allowed during this time.
4. When a player gains inspiration, they also receive one of the following of their choice: they regain 1 Hit Die, a single use of a class feature that "resets" on a Long or Short Rest, or their lowest level used spell slot.
Okay, thanks, commence talking me out of it now. :)
Hi all,
I am about to start running Red Hand of Doom for 5th edition this next weekend, and I've been thinking about the 5th edition Adventuring Day.
Roughly speaking, 5e is designed for around 6 encounters and about two short rests per day. Now I'm not very familiar with 3rd edition, but I do know that a good amount of emphasis in this adventure is placed on a certain healing item (if you know the adventure you'll know what I'm talking about), and on having a good store of potions. I'd like to include this healing item in the adventure, and have it be a meaningful thing for the players to get.
RHoD also has a ticking time bomb element to it and I'd like to slow down the adventuring pace of the PCs so as to put the screw to the players a bit. The setting in which I'm placing the adventure is quite a bit smaller than the original, and travel times are not going to be as significant of a drag on the party's time.
Oh, and I've been trying to incorporate Inspiration for ages in my games, but haven't worked out an effective system. So I want to encourage Inspiration use as well.
Anyway, I thought I'd try out something like the Gritty Rest variant from the DMG, but with a few tweaks specific to this adventure.
Basically my goals are:
-Keep relative deadliness of encounters, traps, etc. low compared to the party.
-Keep combat difficulty challenging by decreasing frequency of Resting.
-Encourage usage of Inspiration mechanic, specifically Option #1 from this (http://theangrygm.com/take-the-suck-out-of-inspiration/) Angry GM article.
-Borrow some resting mechanics from older editions for the fun of it.
Do the following changes help with that? And do you see any significant problems therein?
1. Short Rests take as long as Long Rests do currently. At the end of this "Short Rest", in addition to the usual benefits, a character regains a number of hp equal to their level + CON modifier ( got the idea from 3e)
2. A "Breather" of five minutes of uninterrupted rest can be used by the party at any time. During this time, they can use any Hit Dice available to them, as in a Short Rest. (~4e)
3. Long Rests require 24 hours of uninterrupted resting, but with the exception that travel at a Slow Pace (in fair weather conditions) is allowed during this time.
4. When a player gains inspiration, they also receive one of the following of their choice: they regain 1 Hit Die, a single use of a class feature that "resets" on a Long or Short Rest, or their lowest level used spell slot.
Okay, thanks, commence talking me out of it now. :)