So I was distracted about D&D since I invested in the Starter and Essentials Kit. I thought it would be “easy enough” to get my son into. But I was wrong and strangely It took me about 20 hours of reading everything and videos to really grasp how much I was out of my scope.
My brother has the PHB and DMG which I then borrowed to understand more about the rules.
Even with all these reviewing, I still have to check the books because my understanding is really fragmented.
Modifier Inflation
The Modifier Inflation in D&D5e is a BIG change, especially coming from someone who would run Epic level games in 3.5. I largely agree with the decisions to cut the Inflation to 1/5. A +6 to +8 iscan be found in one ability of the PCs and takes considerable character resources.
Maxing out the Magical Bonus to +3 and Focusing on “Qualities” instead of numeric advantages is a great improvement.
The easy-algorithm would be Get the STAT modifier (-1 to +4) plus the Proficiency Level (+2 to +6). With some classes, the Proficiency level for Non-Combat options are doubled (+4 to +12).
They also limited the Actions Per Turn to One Reaction, Max-One Bonus Action, and An Action. No 4 Attacks of Opportunity.
If you find the ACs low, note Cover modifiers SSRB-12, EKRB-36, PHB-196. These come into play a lot. Movement SSRB-10, EKRB-35, PHB-190 is done in a way that you can “displace” – which means 1) Reach weapons automatically provoke opportunity attacks if opponents do not spend the turn to “disengage”, 2) Having reach to attack without provoking opportunity attacks, 3) forcing enemies to move to engage creates a very interesting behavior on the Board. ( When I get experience running the combat I’ll try to give a Visual Mental Model of tactics).
Heavy Armors removes Dex Penalty to AC. So by implication and it’s not definitively stated that Dex penalty lowers AC in light or medium armor. Stumbled on this when Trying to reflect on the Starting Characters and their Optimum play.
Rest Variants: Gritty Realism DMG 267
- Short Rest is 8 hours.
- Non-Spellcasters are able to recover faster.
- Long Rest is 7 days.
- Resting 16 hours a day.
- Able to do Light Activity –
- mostly mental tasks with DC no higher than 8 plus modifier,
- or Physical Tasks with a difficulty of 3 plus Modifier. So part-time work is 1gp per day.
- Healer Feat and Healing Kit are key in Short Rests. PHB 167
- 1d6+4+HD of the creature. Once per Short Rest.
- Healers Kit is 50sp, 10 uses, and 5lbs.
- PHB 186 Resting
- Each PC has up their Hit Dice + hp modifier of recoverable HP. They can recover these Short-Rest HD after a Long Rest.
- PHB 187 Downtime Activities
- Practicing a Profession.
- Recuperating
- Researching
Lifestyle Expenses PHB 157
- Wretched —
- Potential Encounters
- Cannot Rest. Just lets time passes.
- Squalid 0.1 gp/day
- Potential Encounters
- Con Save DC 15 per period or rest is interrupted.
- Poor 0.2 gp/day
- Potential Encounters
- Roll tools proficiencies at DC 10 to fix surroundings to be tolerable for a Period. Margin of Success is number of Periods fixed.
- Modest 1 gp/day
- Comfortable 2 gp/day
- An advantage in Recuperating with Healer visits (1gp/vist)
- With Short (8hr) Rests Healer visits healing 1d6+4+HD (1gp/vist).
- Or delegate Unskilled Tasks.
- Wealthy 4 gp/day
- As with Comfortable.
- Delegate Tasks to Skilled Professionals.
- Hire healing from an “Adept” Healer, able to cast 1st level healing spells.
- Aristocratic 10 gp/day
- Delegate Tasks to a few of Skilled Professionals.
- Hire multiple or better “Adept” Healers .
- 200111 D&D5E Homebrew Rules
- 191202 Lost Mine of Phandelver
- 200111 D&D5E Phandelver NPCS
- 200110 D&D5E Table Notes
Notice that advancing from 10 to 11 is HARDER than 11 to 12, and out of place when I consider 12 to 13, and 13 to 14
Years of Adventuring.
For very Upwardly Mobile NPC/PCs or Retired NPCs. Based on the Speed by which Starter Adventure will conclude in Game Time.
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