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Hi Web DM, I just had to resubscribe, I couldn't find you and you weren't on my subscription list, this is really odd, has anyone else had this problem?
DM behind the screen: this fight is too easy, this monster won’t even get another round Meanwhile.... Players at the table: oh god, oh god, we’re all gonna die!
I once ran a joke "Super Lethal" game where every player was a kobold. The goal was to break into the Dwavern cave-city to steal a magic item they though was shiny. Each player died no less than 10 times over 4 sessions. The way we worked it was based on the Kobold religious lore regarding reincarnation. Everytime they died their soul was sent back to an unhatched egg in their layer, with no memories but the same class levels. It was one of the greatest games I ever ran, kobolds dying in hilariously grizzly ways, basically using long term wave-tactics to gain information on the city for their clan.
>You see a man and he introduces himself as '7 Finger' Larry >"Why are you called '7 Finger' Larry?" >"I only have 7 fingers." >He holds up his hands. One hand has 7 fingers. The other hand had none.
Listening to Jim and Pruitt just chat really helps me get into my own creative space and come up with some of my best ideas. Love listening to ideas on the craft of being a DM
I ran exhaustion on downs when I ran Murder in Baldurs Gate (superb adventure, btw), which was fantastic for bringing about an exhausting, deadly trawl through the sewars to find a wererat. Other than that: just hit players on the ground.
Charles Wain or start dragging off unconscious characters. I had a pack of dire wolves escape with an downed player. Really makes the players panic. But anything that eats humanoids may retreat once they get some food in their maws.
"There is always a bigger bad!!!" My father ran AD&D games for us, people die, that is the nature of hero work! "You are starving, yes you hare penalties, you DIE!", "The flaming dragon corpse falls on your now dead body!", "The cave fell on you, because you clasped the cave!" -Dennis Kelly Almost all of my monsters have max health and a class with skills late game it is a good balance for high fantasy and powerful magic items. Then give the enemies magic items! Sacrifice is part of the job, if it was easy everyone would do it. It takes courage in the face of death to be truly good in any of the worlds of D&D, but it shows very little about the nature of the "hero" if the have nothing to lose win the fight.
Ashley Jackson this is what I do, but I don’t make it a set number because if it rolls like 11 it may go twice. So if it rolls high I do around 8-10, if it rolls low, I do 14-16. Somewhere in the middle, it will just go again, around 1-3.
I'll tell you how: get your players to the bridge in the first level of Forge of Fury, let them kill what they see, and then ignorantly push the entire horde on their heads at once... That encounter was more than triple-deadly, which I got to know only the next day, and yet none of them even went unconscious. Bless tunnel fighting and strategic Grease placement.
Definitely my favorite video so far, I'm going to run Curse of Strahad for my group pretty soon and I was just wondering how I could really drive the danger of Barovia into the heads of the players. Thanks!
I also have a plan to use Curse of Strahd, but my idea was to have a full moon Every Night. It's a small demi-plane, and the moon just hangs there. All monsters will have Advantage on their first attack during an encounter, if they are in moonlight.
Love the video, as usual. A couple observations... Making an encounter more difficult doesn't have to be about slowing the game down. The lengthening of rests and wound/injury ideas have a place. But drudgery isn't the same as challenge. It's sort of like the teacher assigning more homework, rather than coming up with more challenging lessons. I know you guys hate the comparisons to videogames. But we can learn things from them in some cases. In many MMORPGs, one thing that devs do to make an encounter complicated, but still single group capable, is by having respawns mid-fight. This means that regardless of how successful your opening volley of control is, you're going to have to stay on your feet. This concept transfers very well to D&D, with minions adding to the fight and Lair Actions that defeat control mechanics or that call for help. Additionally, these minion adds can be tweaked mid-fight to either ramp up difficulty or back off a bit depending on how the group is doing. It also gives the DM a chance to threaten a back-row PC who is being a little too effective, without having to crush him with the BBEG. Another videogame trope is the escaping BBEG, a character that has an "escape hatch" designed into the encounter, that you'll have to face again at a higher level. Adding Lair Actions and Legendary Actions is a no-brainer, as a way to bump the potency of a single BBEG. I'd be more hesitant to bump AC or to-hit bonuses. Small tweaks here can have a huge impact, and players are usually very aware of these numbers, so you can't really adjust mid-fight if things are going south. In general though, I think that players that want more challenge are NOT interested in lots of downtime and permanent injuries. These things take the adventure out of the game. Slow isn't fun.
+100 for this. I prefer to customize my monsters with more complex & varied tactics rather than just make them last longer. Essentially I measure combat encounter success in terms of "pucker factor" on the part of the PCs. If I mean to test their mettle, then I want to see them sweat a bit, but ultimately enjoy a hard-fought/well-earned victory. I've had one or two misses, where I didn't properly convey the danger level to the PCs (once higher than they thought, once lower). Communication *during* combat is key here. Downtime activities are best-handled away from the table IMO, like over email, or one-on-one with the GM pre/post session. We're all adults, with work/life schedules, so our table-time is very precious.
a player of mine recently got critted down to zero for the second time in the same fight, so I asked if they'd be willing to take a roll on the lingering injury table and they arguably got the best one. Their barb lost an eye, and while base line it's only negatives, to stuff like ranged attack rolls and persuasion, I also gave them a bonus to intimidation, because that seemed appropriate for a character missing an eye.
I was expecting a regular intro as usual, but I was not prepared for that cause that was one I was not expecting and I had to pause cause I was laughing too much, good job on the intro alone!
I've been working on a Rest Variant in between RAW and Gritty Realism which emphasizes the difference between "Downtime" places and "Adventuring" places, which encourages players to plan their movement and adventure carefully, and to cherish places where they are actually able to get in a long rest. I call it the "Standard Adventuring Week" rest variant, based on the idea that a party will travel 1 day to the site of their quest, dungeon crawl (or whatever) for 3 days, then travel 1 day back to a safe town for a long rest over the "weekend". So basically every week is equivalent to 1 day in standard play with only 1 or 2 relevant short rests during the "dungeon crawling" phase.
I've never been able to integrate Gritty Realism, but everytime I read through the DMG I always love readying Gritty Realism. Just feels more realistic to me. It's like each day you get a little regen for your health and abilities and a long rest is equivalent to a weekend after a long, stressful week of work where you can sleep in and relax for most of the day.
Big fan of the not editing-out Pruit's sneeze because the editing is generally pretty tight as indicated by the switch to camera 2 so we got a better view of the sneeze. Can't wait for the video editor to level up and give us the sneeze and then follow-up with a slow-motion instant replay. btw, Bless You!
Playing a game on Roll20 right now with my younger brother DMing for the first time. In his first major combat (hag) we got the jump on the main enemy, meaning she was surprised. On the first turn, the rogue got a critical that dealt huge damage. I immediately messaged my brother to suggest he give the hag the "Alert" feat, so she wouldn't be surprised and would actually get to act before we killed her. It ended up being an awesome fight. (To be clear, my brother had asked me to help out with stuff like that since he's brand new)
My halfling barbarian is totally a Leeroy Jenkins. Had several situations where the team has to try an stop me from initiating combat! Love every minute of it!
I personally like this one and cumulative death save negatives, meaning depending on how many death saves you’ve had to make in that long rest you get that as a mod. Eg in one combat you make two death saves and in another after a short rest you make 2 more the next death save will be made at a -4 even if you had healed or even gotten a nat20 on a save.
In regards to using crits to cripple PCs... what's cooler, the cleric heals your flesh wound, or the cleric heals the ruined flesh in your eye socket,then with a pop! You can see from it again! Crits can be nasty, fireballs can char the skin, limbs can be hacked off, if you allow magic heals and potions to undo this normally permanent damage, make your combat deadlier with the obvious penalties, but a way to fix them on the fly.
I disagree with being able to heal a severed hand/arm right of the bat. Some damage is harder to deal with than others and should be seen as that. You fighting a firethrowing mage? Well yes you might get burned and that could lead to bad scaring and even pain that might lower your con slightly untill healed but that is still fairly surface level even if you might need to use simple healing magic more than a few times to get all of it. That being said..getting your arm cut off from your elbow and below..Or crushed to bits with a huge hammer? I feel like it should take some more. Would also make getting into a fight with a really well trained fighter be way more scary than it usually is. Mages are without a doubt stronger than fighters overall since they can attack from affar and well..fucking magic..so how about giving the slicers, crushers and smashers a higher chance of making a really lasting impact by giving their crit cripples be way more devastating for a slightly longer time or cost a stronger spelllevel to be able to heal?
It should be noted that lesser restoration and greater restoration are explicitly for healing otherwise permanent damage you describe like severed limbs and ability damage, which includes blindness. Cure wounds and the potion variant thereof are what only heals flesh wounds. Whether or not they can cure broken bones is up to interpretation, but I'd say a broken limb would be one of the possible flavor descriptions of ability damage to your physical stats since a broken limb cannot be used effectively, in which case, you need one of the restoration spells to fix it.
My response to both of these is the same. I know, and this is more fun. Dealing with lost limbs and scarred faces are the mundane concerns of NPCs. The restoration spells are too prohibitive to make this work. It is a change to the rules put out there as an alternative to RAW.
Crits are too common on a d20 in my opinion to risk cutting off someones hand. Injuries are something that I incorporated after playing Dark Heresy(crit bases injuries) but for 5e I only use them when someone goes to 0.
I would maybe be nice, at lower levels, having a confirmed crit (another 20) to sever a player's limb, or maim their eye(s), otherwise blinding them with blood, or breaking a bone. This way a low level cleric can still repair their wounds, but if you're unlucky enough, it's very possible that you could lose a limb. At which point, you could retire the character. I mean, if I lost a leg, I think I'd retire and just work in a tavern.
There is a supplement by giffyglyph called Darker Dungeons. It is a modular rule set that is inspired by Darkest Dungeons. It has rules for stress, crits, a variant on gritty realism, a slot-based inventory system, and much, MUCH more. It's free so check it out! Edit:Spelling
I love how Jim and Pruitt are such nice, wholesome people that they can't even keep themselves from smiling on a silly intro where they pretend to be violent.
Something ive put in to make dropping to 0 more serious for my players is "lingering injuries". I wrote up a chart and due to the type and "severity" of the damage taken, (I. E. How much past 0 did it take you or narratively how terrible was the hit) theyll be stricken with a condition that carries a lasting penalty that needs a proper medicine check, magic or rest to fix.
Could you guys think about doing a video on nobility and their lair/homes? I find it to be difficult (especially after this video) to not use nobles power for either a boss or defaulting to stereotypes of medieval castle/noble types. I want my party to not default be against the nobles, make them more neutral than type cast.
Love your show!!! the weirdest game that i've run was that my players were moon rat (from 3e) and could play them only 3 days per month when they where intelligent but could be randomly killed beetween... they wanted to call forth their moon rat goddess to destrot the little town they where in. One of them was a ranger with cats as favored ennemies. So much fun
I've seen suggested for Lingering Injuries to instead just use exhaustion because a random crit is so easy to sustain a permanent injury from, but exhaustion I fear would snowball to harshly to death. The ruling I've come up with is to alternate for each injury after a long rest, the first being exhaustion (themed as bruising or bleeding) and the next being a roll on the injury table. I also use Gritty Realism at the same time and I can't wait to see how it comes together!
You guys are so awesome. Thank you so much for all the hard work you put into these videos... Although, it looks like that "hard work" is loads of fun! Hehe
CR messes up the fear a lot. I don’t often use it. If they know I’ve picked mobs that are calculated for them to succeed, none of the game really matters. Not knowing if you can beat something or knowing you can absolutely steamroll a fight drastically changes player and character behavior. You’re going to speak with an adult dragon at level 5. You should probably work really hard to make it happy. Plus, normal, low level criminals will still pick a fight. They don’t know you’re a level 20 barbarian, etc. It. An also force them to use the 7488283844 gold they have to hire mercenaries or even an army.
Something my group did to make going down more serious, everytime you dropped to 0 hit points and got back up, you gained one level of exhaustion. Had a lot of healing magic, and had lots of deadly encounters, so it happened a lot.
I have taken base creatures, changed a detail or 2 (skin colour, added fur, erc) amd provided bonuses to make "new creatures". Bald grey orcs with blindsense, and additional health. Furry goblins with extra health and minor breath weapon. Keeps the party guessing, increases risk, and you don't have rules lawyers explaining that an orc couldn't do that.
My favorite way to make fights more challenging: add a "Focus" legendary action. It uses up all remaining legendary actions, but the next attack the creature makes does double damage if it hits, regardless of roll. And if it crits during an epic-level campaign...maybe it does triple damage.
At my table we use a more …. realistic rule: 100-50% HP: No restrictions 49-25% HP: Disadvantage on attack roles 24-0% HP: Disadvantage on attack and defense roles. Move at half speed. You would be amazed at how quickly this changes the method of play. Heroes don’t rush in swinging, they actually create plans and utilize everybody’s skills and abilities.
Love the show, watch it more religiously than anything on tv. Any chance of an episode on your ideas on modern settings? I’ve heard a lot of conflicting viewpoints on modern 5e
Fellas, some quick shooting/editing tips. Not trying to be snarky, think you guys do great work but think these could help. If you're shooting with a window behind, your guys' faces are gonna be in shadow, recommend using a reflector or some lights to balance that out. But if you're going to be shooting with bright light coming in I also recommend attaching an ND filter onto your lens to cool down that white light. I also recommend using the Lumetri Color tool in Premiere (or your software equivalent if different) to match the look and colour balance between your wide shot and close up camera angles to make cuts smoother. This can be minimized by matching up during setup, but its hard to get perfect so doing it in post is fine. I would run a noise reduction tool in Audition (or whatever you use), capturing some room tone as the sample, to get rid of background fuzz. When you're jumping between cuts, fade the audio between them to make them less jarring.
good commentary. Personally, at higher levels I've found two things very useful - a long rest doesn't se-set hit points (so you have to spend hit dice), also after say 10th level you only get your Con bonus, no more hit dice (so like you said, more like AD&D was). That's not Lethal, it's just keeping a lid on invincible PC's, esp. vs standard monsters
All of these tips are great. Nothing new here for me but I can see why others need this video. This is a common complaint from old school gamers it seems who like always deadly games.
Fantastic video. When using gritty realism 8 hours for a short rest and 24 hours for a long rest makes more sense. Taking a week off for a long rest just seems excessive. From what I've seen using a few minion patrols during and/or after a boss fight would vastly improve the challenge of many encounters. It's fun to keep the pressure on with something that's not too difficult.
Very interesting stuff. I like the injury stuff. Adds a lot of flavor and repercussion to combat. I have found that the simple change of 2 failed death saves to die instead of 3 ups the lethality significantly. Consider all the ways to get an auto failure and how that one last chance has saved so many players. Otherwise, my idea is to make death saves a con save, but one failed save means death. I think this would change the combat dynamic dramatically. Also, adding house rules for called shots can make combat more fun, and far more lethal.
Im part of a campaign that the DM started us in Neverwinter on the cusp of a Eldritch Apocalypse and almost all of our combat encouters were lethal level difficulty not just from strong monsters but from some relatively weak ones with special abilities or that used good tactics and it forced us to play much smarter from the get go he would also keeping us from leveling at some points because it would force him to up the anty either way every time we scraped by by the skin of our teeth using all of our abilities and at the most optimal time and sometime we got through by sheer luck like a monsters random teleport ability keeping himself from us long enough to escape and alot of the time half of our reward money was spent on getting us healed from seriously debilitating conditions...like losing a hand to a series of Saw rooms run by a Chain Devil...and I've loved every minute of it!!
Our DM wanted to challenge us real hard last week with a 8 on 8 death battle with NPC's of our level with much better equipment and some cheesy forum builds. We defeated them in 5 Rounds with only 1 NPC casulty on our side. It can be hard to make games deadly without making them really unbalanced.
Have you guys considered doing a series of videos about the various campaign settings available? I've seen several mentions of Spelljammer, Forgotten Realms, and Eberron, but comparatively little (that I can remember) about Dark Sun, or Greyhawk, or Mystara(?). I'd really love to see the show get in-depth with these settings, what makes them interesting, and how you might handle running them in 5e without official support (though it looks like Eberron is in the works).
For tougher gamesI use slow natural healing and some other variations I've made myself. here are a few: Healing fatigue: Whenever you maically recover hitpoints (spells, potions, etc.) you need to make a constitution saving throw against a DC of the hp you regained-your level, or suffer one level of exhaustion. If you are unconcious the DC is the hp you gained, and if you aren't stabilised you make the save with disadvantage. If you don't like exhaustion for healing fatigue, you can use some other form of penlty unless you want to rework the exhaustion system like I did (to much to describe here). for my purposes, which is making combat healing risky, I add this to give thems some slack: When casting a spell that would restore hitpoints, and has a casting time of an action, you can instead cast it over the course of a minute and the recepient doesn't need to save against healing fatigue. Are they relying too much on healing potions when you use slow natural healing? try this: When using any potion of healing, you recover the amount that is added to the die roll (so if 2d4+4, then you heal 4) and record the dice you would have rolled. Whenever you next finnish a short or long rest, you roll those dice and recover hitpoints equal to the amount rolled (so 2d4 if we continue the example). Wanna slow down the growth of their maxhp? try one of these: 1. they recover either their con modifier or what they rolled on the hit die, rather than both. 2. they gain hp every 2nd level, but devide what they get on this and the next level (half each). 3. Hit dice used to gain hp after 1st level are reduced by one size (d6 to d4, d10 to d8, etc.). 3.2: hit dice used to gain hp after 1st reduce by one size every even level (d4 to d2, then 1hp, then 0) Wanna limit those spells? try this!; Arcane veins: you can only recover spell slots as part of taking a rest (long or short) if you do so near an arcane veins (draw lines on the maps). To know where they are you must aquire a map, ask locals, or experiment. Arcane spirits: spell slots represent magical spirits of energy that wizards catch in their dreams due to a trance they have learned to enter in their sleep. For each spell slot, make a spell attack roll against a DC of 10+the spell slots level. if you fail the spirit escapes and you don't regain that spell slot. (you can set a cap, I only use this rule for 6th level and higher slots) Mentally taxing spell preperation: preparing spells is difficult. Whenever preparing spells you must make an ability check using your spellcasting ability modifier for each spell you prepare, where the DC is 10+ the spells level. and if you want some bonus stuff: You can add your proficiency with a skill relevant to your classes spell-casting: arcana-wizards, religion-clerics, nature-druids, or your constitution modifier (in addition to your charisma modifier) if you are a sorcerer. Cantrip slots (for when you want low magic): you must expend 0th level slots, or cantrip slots, when you cast cantrips. You have a number of cantrip slots equal to your level + your spell casting modifier (minimum of 2 slots). If you cast a cantrip that deals damage and it deals more than 1 die of damage (because you're over 5th level) you must expend extra slots for each extra die of damage, or not add that die to the damage roll. You regain all expended cantrip slots when you would regain any number of spell slots of 1st level or higher (arcane recovery, perl of power, sorcerer using flexible casting, etc. in addition to long rests, or short-rests for warlocks) Life force-based magic: whenever you would recover spell slots you must expend a number of hitpoints equal to the slots level (or the magic point cost, see the dmg for points instead of slots for the numbers). You can choose weather or not you want to recover spell slots. Variant: Whenever you cast a spell of 1st level or higher, your current hitpoints are reduced by an amount equal to the spells level (or point cost, up to you). You can choose to suffer one level of exhaustion to forgo this penalty. Vancian magic: when you prepare spells, you must expend a slot of the level you wish to cast that spell at to prepare a spell. You can then cast the spell once without expending any spell slot for it. You may also expend multiple spell slots to prepare the same spell multiple times. Any spell slots you don't expend to prepare spells this way are lost. Spell burning (or reverse vancian magic): When you cast a spell, you can't prepare it again. If you are a wizard, they instead dissapeat from your spellbook, and you have to copy it from a scroll (consuming the scroll) to add it again. If you don't prepare spells, you either gain another penalty (see literally every other system) or you can only cast each spell you know once per 2+ twice the spells level numer of days (so every fourth day for a 1st level spell, and every 20th day for a 9th level spell). magic source dependency: to prepare spells, you must be in a temple for your gods if you use divine spells, in the region of nature that best suits your druid, or in a library with arcane resources if you are a wizard. The process takes a number of hours equal to twice the level of the spell you want to add to your prepared list. Alternate slot recovery: There are several variants; 1. the arcane veins I mentioned earlier 2: mana potions, they work like potions of healing, but restore magic points (see the DMG for magic points instead of spell slots) instead of hitpoints. 3: magic metabolism, you need to eat an aditional half ration of food for each slot, or full ration if the slot is above 5th levle. this will make your wizards crazy about food, which is great. 4: they are bought and sold. You can get official one's for a high price, or black market one's but they might be of a lower level, or trigger wild magic surges when used. This eliminates slot capacity, but you can still use the table for the class as a limit for how many they can use each day, just that they don't recover any. 6: magical super fatigue: whenever you want to recover spell slots, you need to lose level, and then gain the slots for that level. this keeps your wizards far behind, and makes slot recovery so slow you should let them multiclass a level in something else per 2nd level or something.
I've been considering, since HP is the amalgamation of both ability to endure harm and the battle fatigue that comes from narrowly evading harm. That a more lethal way of calculating damage would be that normal damage affects your battle fatigue and reduces HP normally but crits are real damage and reduce your HP maximum. Then short/long rests recover normal damage but to restore HP maximum requires medical attention. Healing spells short of restoration only reinvigorate the body but do not mend wounds.
All my boss stat blocks come with max hp plus "tough" (2hp per hit dice), and some player class levels (with rolled hp and feats) to flavor the monster. A white dragon would probably have barbarian levels and durability feats, while a green dragon might be an arcane trickster with anti magic and mobility feats. A legendary storm giant champion might be a fighter or ranger with weapon feats. Etc etc.
This is my favorite episode so far. One option I've used for increased challenge and lethality is giving everyone Wizard hit points and bumping up the damage dice by two steps. Everyone is rolling a d4 for hit points, and if the module says 1d6 of damage, I bump it up to 1d10. That mob of goblins looks a lot more deadly now, doesn't it?
Sometimes I take a page from the anime/JRPG book and divide my bosses into having different "forms", which forces my party to rethink their strategy in the middle of a battle.
I'm currently running an Epic Legacy to level 30 in Eberron right now and working on one to run in Toril. Keeping those encounters deadly when the cleric becomes an Archon is going to be hard
Use monsters with Withering touch, if you reduce the characters max hp to a low amount the rule of if you take damage equal to max hp in the negative you die instantly will come up more frequently. Also monsters with three or more attacks. First. Hit knocks them unconcious and prone. 2nd attack has advantage and hits it counts as crit which is two death fails. Third attack has advantage and hits the character is dead
My transmutation wizard had to raise a sorceror who tried to start a dragon three way fight, all he did was give us a 3 dragon at once fight, where a bite/claw/claw attack killed him just as you said. My comment was justice was served.
Honestly just about to start a campaign with a homebrew session I'm working on. No levels, no classes. Their abilities are based on crit rolls (success and fail) and "training points." Reduced race benefits (mostly custom races). Going to have to see if it's feasible or not!
Use Tomb of Beasts monsters for challenges. Usually they're much more complex and versatile in combat and most players aren't familiar with them so metagame knowledge isn't a problem. Also giving enemies a healer makes battle much longer and more difficult and tactical
I use what I call the "Endure System." If a character hits zero, they can choose to endure. If you endure then you fail a death save (which only recovers with a long rest) and roll on the injury table. You roll a d12 to determine the affected limb then you roll a d20 to determine what happens. 1 of 5 effects occur scar(50%), shake(25%), disable(20%), deform(5%) or loss(2.5%). A loss occurs when you roll a 1 twice. Each of these apply different affects based on the effect but in general shake=disadvantage, -2 to certain skills and saves or movement penalty, disable=inability to use that limb or disadvantage to certain skills and saves, deform=permanent penaltys, and loss= your limb comes off or you die(head and chest). Made this myself because I wanted permanent injury to be rare but sprains and dislocations to be more common. I also wanted a system that allows players to choose to risk their characters health in exchange for reward.
My solution: -remove Toughness -replace hit die HP every level with Toughness HP bonus (+2 per level) and add hit die count (for example: a level 5 character has their base HP + 2 + 5) 5e’s major when it comes to combat is issue is HP bloat
One thing I love to do is create a 2nd phase for my monsters that are meant to be notable encounters. Depending on how the pacing of the fight is going, I decide when that 2nd phase begins, if at all. Sometimes that first phase is more than epic and challenging enough, other times it's an "oh fuck" moment in an otherwise straightforward battle that leaves the heros second guessing!
Very timely video guys, I'm putting together a new campaign setting where the material plane, feywild, and shadowfell have merged and the day/night cycle shifts between the three of them. Of course, it's a damned nightmare zone so the boosted lethality is more thematic.
We did come up with quite a list of house rules over time - gritty works but we do 8 hrs short, 24 hrs (in safety) for long rest. This usually means long rests are either between sessions or at very specific points in a given adventure (like that safe castle you just reached). The other one we do is that each time you go to zero HP and are brought back, you gain one level of exhaustion...usually not much bad comes from this but it did feel a bit silly with people going down and up all the time (especially with a life cleric which the group got). EDIT/Addition: while we use 8/24hrs resting rules, it is noticable that any change here isnt well balanced between classes - for example the Wizard has Arcane Recovery while the Cleric really needs that 24hrs pause...but havent found a better way yet to handle this either. A full week definately seems mean, further increasing the value of features that recover on short rests over those that require that 1 week.
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Thanks for the great content guys, and for the point toward that Ordinary Towns kickstarter. That book needs to live on my shelf.
Backed the Kickstarter. This looks so helpful to all of my upcoming sessions.
Hi Web DM, I just had to resubscribe, I couldn't find you and you weren't on my subscription list, this is really odd, has anyone else had this problem?
"Hey Pruitt we're about to start taping-"
"KNIVES TO OUR FISTS!? YAH HAH!"
"No, taping the show. Please stop stabbing the miniatures."
DM behind the screen: this fight is too easy, this monster won’t even get another round
Meanwhile....
Players at the table: oh god, oh god, we’re all gonna die!
I once ran a joke "Super Lethal" game where every player was a kobold. The goal was to break into the Dwavern cave-city to steal a magic item they though was shiny.
Each player died no less than 10 times over 4 sessions. The way we worked it was based on the Kobold religious lore regarding reincarnation. Everytime they died their soul was sent back to an unhatched egg in their layer, with no memories but the same class levels.
It was one of the greatest games I ever ran, kobolds dying in hilariously grizzly ways, basically using long term wave-tactics to gain information on the city for their clan.
You played Paranoia in a D&D setting.
That sounds amazing!!
KoboldGenocide
#KoblodLivesMatter
#KoboldLivesMatter
And this sounds brilliant
“Oh boy, here I go killing again!”
R.I.P. Crombopulous Micheal
>You see a man and he introduces himself as '7 Finger' Larry
>"Why are you called '7 Finger' Larry?"
>"I only have 7 fingers."
>He holds up his hands. One hand has 7 fingers. The other hand had none.
Web DM: releases video about making 5e deadlier
Me: *smiles in DM as “O Fortuna” plays in background*
Pat Ward i understood that reference
Love using that song for boss fights
Had to look it up to get the reference, and it made me laugh uncontrollably. I feel you.
Squared Up I hope you know a majority of people don’t know the name of the song
Listening to Jim and Pruitt just chat really helps me get into my own creative space and come up with some of my best ideas. Love listening to ideas on the craft of being a DM
Glad to help inspire!
Oh man, me too.
Once again, that intro! Keep rocking guys.
The intros keep getting tighter. Good on ya boys for turning this into a real thing! Way to career!
Thank you! We're trying!
Seriously, each one is better than the last practically. Great work!
@@_bats_ Arguably the best intro yet.
Was the intro a reference to something?
I ran exhaustion on downs when I ran Murder in Baldurs Gate (superb adventure, btw), which was fantastic for bringing about an exhausting, deadly trawl through the sewars to find a wererat. Other than that: just hit players on the ground.
Charles Wain or start dragging off unconscious characters. I had a pack of dire wolves escape with an downed player. Really makes the players panic. But anything that eats humanoids may retreat once they get some food in their maws.
Video A: "Murderhobos bad"
Video B: "If they leave enemies alive, use it against them"
Which one will it be, jimbo?
Both, if they leave one kid alone but raze the village there screwed, if they kill everyone they’ll be a pain at the table.
6:55. Some editor who really hates Pruitt kept that part in instead of editing it out and I just wanna voice my appreciation about that.
Handbooker Helper and Web DM release at same time, the rest of my day at will be better
fellow Andrews rejoice!
"There is always a bigger bad!!!" My father ran AD&D games for us, people die, that is the nature of hero work!
"You are starving, yes you hare penalties, you DIE!", "The flaming dragon corpse falls on your now dead body!", "The cave fell on you, because you clasped the cave!" -Dennis Kelly
Almost all of my monsters have max health and a class with skills late game it is a good balance for high fantasy and powerful magic items. Then give the enemies magic items! Sacrifice is part of the job, if it was easy everyone would do it. It takes courage in the face of death to be truly good in any of the worlds of D&D, but it shows very little about the nature of the "hero" if the have nothing to lose win the fight.
Your intros never cease to impress.
Entertain*
Sometimes if I want to make a boss harder, like have it just be 1 guy and all, I give the boss a second turn on initiative 10 with a different moveset
Ashley Jackson this is what I do, but I don’t make it a set number because if it rolls like 11 it may go twice. So if it rolls high I do around 8-10, if it rolls low, I do 14-16. Somewhere in the middle, it will just go again, around 1-3.
Ashley Jackson that’s a dope idea! I’m definitely using this.
Great idea. It’s like a minor form of legendary
Great idea, its essentially a legendary action or lair action. Don't be afraid to change monster for your ganes people!
I never thought of that, that's cool
I'll tell you how: get your players to the bridge in the first level of Forge of Fury, let them kill what they see, and then ignorantly push the entire horde on their heads at once... That encounter was more than triple-deadly, which I got to know only the next day, and yet none of them even went unconscious. Bless tunnel fighting and strategic Grease placement.
Could you guys please do a show on the alternate rules in the DMG? Talking about things like proficiency die, speed modifier, etc...
Definitely my favorite video so far, I'm going to run Curse of Strahad for my group pretty soon and I was just wondering how I could really drive the danger of Barovia into the heads of the players. Thanks!
I also have a plan to use Curse of Strahd, but my idea was to have a full moon Every Night. It's a small demi-plane, and the moon just hangs there. All monsters will have Advantage on their first attack during an encounter, if they are in moonlight.
lol why did you leave in the giant Pruitt sneeze?
Well you did lol, didn't you?
Love the video, as usual.
A couple observations... Making an encounter more difficult doesn't have to be about slowing the game down. The lengthening of rests and wound/injury ideas have a place. But drudgery isn't the same as challenge. It's sort of like the teacher assigning more homework, rather than coming up with more challenging lessons.
I know you guys hate the comparisons to videogames. But we can learn things from them in some cases. In many MMORPGs, one thing that devs do to make an encounter complicated, but still single group capable, is by having respawns mid-fight. This means that regardless of how successful your opening volley of control is, you're going to have to stay on your feet. This concept transfers very well to D&D, with minions adding to the fight and Lair Actions that defeat control mechanics or that call for help. Additionally, these minion adds can be tweaked mid-fight to either ramp up difficulty or back off a bit depending on how the group is doing. It also gives the DM a chance to threaten a back-row PC who is being a little too effective, without having to crush him with the BBEG.
Another videogame trope is the escaping BBEG, a character that has an "escape hatch" designed into the encounter, that you'll have to face again at a higher level.
Adding Lair Actions and Legendary Actions is a no-brainer, as a way to bump the potency of a single BBEG. I'd be more hesitant to bump AC or to-hit bonuses. Small tweaks here can have a huge impact, and players are usually very aware of these numbers, so you can't really adjust mid-fight if things are going south.
In general though, I think that players that want more challenge are NOT interested in lots of downtime and permanent injuries. These things take the adventure out of the game. Slow isn't fun.
+100 for this. I prefer to customize my monsters with more complex & varied tactics rather than just make them last longer. Essentially I measure combat encounter success in terms of "pucker factor" on the part of the PCs. If I mean to test their mettle, then I want to see them sweat a bit, but ultimately enjoy a hard-fought/well-earned victory. I've had one or two misses, where I didn't properly convey the danger level to the PCs (once higher than they thought, once lower). Communication *during* combat is key here.
Downtime activities are best-handled away from the table IMO, like over email, or one-on-one with the GM pre/post session. We're all adults, with work/life schedules, so our table-time is very precious.
a player of mine recently got critted down to zero for the second time in the same fight, so I asked if they'd be willing to take a roll on the lingering injury table and they arguably got the best one.
Their barb lost an eye, and while base line it's only negatives, to stuff like ranged attack rolls and persuasion, I also gave them a bonus to intimidation, because that seemed appropriate for a character missing an eye.
Finally, the video that my players don't want me to see, that I definitely don't need to see, but will anyway.
I was expecting a regular intro as usual, but I was not prepared for that cause that was one I was not expecting and I had to pause cause I was laughing too much, good job on the intro alone!
The stab-stick resting near the window, menacingly
I've been working on a Rest Variant in between RAW and Gritty Realism which emphasizes the difference between "Downtime" places and "Adventuring" places, which encourages players to plan their movement and adventure carefully, and to cherish places where they are actually able to get in a long rest. I call it the "Standard Adventuring Week" rest variant, based on the idea that a party will travel 1 day to the site of their quest, dungeon crawl (or whatever) for 3 days, then travel 1 day back to a safe town for a long rest over the "weekend". So basically every week is equivalent to 1 day in standard play with only 1 or 2 relevant short rests during the "dungeon crawling" phase.
The 5e Lord of the Rings has a system like this.
I've never been able to integrate Gritty Realism, but everytime I read through the DMG I always love readying Gritty Realism. Just feels more realistic to me. It's like each day you get a little regen for your health and abilities and a long rest is equivalent to a weekend after a long, stressful week of work where you can sleep in and relax for most of the day.
Big fan of the not editing-out Pruit's sneeze because the editing is generally pretty tight as indicated by the switch to camera 2 so we got a better view of the sneeze. Can't wait for the video editor to level up and give us the sneeze and then follow-up with a slow-motion instant replay.
btw, Bless You!
Playing a game on Roll20 right now with my younger brother DMing for the first time. In his first major combat (hag) we got the jump on the main enemy, meaning she was surprised. On the first turn, the rogue got a critical that dealt huge damage. I immediately messaged my brother to suggest he give the hag the "Alert" feat, so she wouldn't be surprised and would actually get to act before we killed her. It ended up being an awesome fight. (To be clear, my brother had asked me to help out with stuff like that since he's brand new)
The intros get better every episode, I swear. This one made me actually laugh out loud.
Yay we got a lol!
You guys always killed it with your episode’s content and the intros, but I’ve been loving the last few months especially. Keep up the awesome work!
Thank you so much!
My DM was brand new starting 5e. We've never had a problem dying in the three campaigns we've had
Was gonna rec that Warhammer Fantasy RPG injury table but then I remembered I got it from you guys to begin with.
Where can I find it?
@@bobbylind1145 www.windsofchaos.com/?page_id=19
@@bobbylind1145 WebDM has a Warhammer Fantasy video where they discuss it in more detail.
My halfling barbarian is totally a Leeroy Jenkins. Had several situations where the team has to try an stop me from initiating combat! Love every minute of it!
Just watched the trailer for Darkest Dungeon 2 so this is surprisingly fitting.
My house rule is that any time a character is brought to 0 HP, they gain a cumulative level of exhaustion that can only be removed with a long rest.
I personally like this one and cumulative death save negatives, meaning depending on how many death saves you’ve had to make in that long rest you get that as a mod. Eg in one combat you make two death saves and in another after a short rest you make 2 more the next death save will be made at a -4 even if you had healed or even gotten a nat20 on a save.
I am moving to this too.
In regards to using crits to cripple PCs... what's cooler, the cleric heals your flesh wound, or the cleric heals the ruined flesh in your eye socket,then with a pop! You can see from it again!
Crits can be nasty, fireballs can char the skin, limbs can be hacked off, if you allow magic heals and potions to undo this normally permanent damage, make your combat deadlier with the obvious penalties, but a way to fix them on the fly.
I disagree with being able to heal a severed hand/arm right of the bat. Some damage is harder to deal with than others and should be seen as that.
You fighting a firethrowing mage? Well yes you might get burned and that could lead to bad scaring and even pain that might lower your con slightly untill healed but that is still fairly surface level even if you might need to use simple healing magic more than a few times to get all of it.
That being said..getting your arm cut off from your elbow and below..Or crushed to bits with a huge hammer?
I feel like it should take some more.
Would also make getting into a fight with a really well trained fighter be way more scary than it usually is.
Mages are without a doubt stronger than fighters overall since they can attack from affar and well..fucking magic..so how about giving the slicers, crushers and smashers a higher chance of making a really lasting impact by giving their crit cripples be way more devastating for a slightly longer time or cost a stronger spelllevel to be able to heal?
It should be noted that lesser restoration and greater restoration are explicitly for healing otherwise permanent damage you describe like severed limbs and ability damage, which includes blindness. Cure wounds and the potion variant thereof are what only heals flesh wounds. Whether or not they can cure broken bones is up to interpretation, but I'd say a broken limb would be one of the possible flavor descriptions of ability damage to your physical stats since a broken limb cannot be used effectively, in which case, you need one of the restoration spells to fix it.
My response to both of these is the same. I know, and this is more fun. Dealing with lost limbs and scarred faces are the mundane concerns of NPCs. The restoration spells are too prohibitive to make this work. It is a change to the rules put out there as an alternative to RAW.
Crits are too common on a d20 in my opinion to risk cutting off someones hand. Injuries are something that I incorporated after playing Dark Heresy(crit bases injuries) but for 5e I only use them when someone goes to 0.
I would maybe be nice, at lower levels, having a confirmed crit (another 20) to sever a player's limb, or maim their eye(s), otherwise blinding them with blood, or breaking a bone. This way a low level cleric can still repair their wounds, but if you're unlucky enough, it's very possible that you could lose a limb. At which point, you could retire the character. I mean, if I lost a leg, I think I'd retire and just work in a tavern.
Seeing Jim point a jerryrigged spear at me with such mirth and jollyness on his face- it makes me smile
There is a supplement by giffyglyph called Darker Dungeons. It is a modular rule set that is inspired by Darkest Dungeons. It has rules for stress, crits, a variant on gritty realism, a slot-based inventory system, and much, MUCH more. It's free so check it out!
Edit:Spelling
Thank you this will definitely get used
By far the best opening gag I've seen on this channel so far
Pruitt your sneeze made TH-cam buffer. That was one powerful sneeze!!
Well done guys!! Excellent video.
Such a great topic! Something I have been struggling with while still making the game feel fair.
I'm excited to run Zweihander for the deadlines
Another amazing episode :) I too wear hand knives during my games (just in case the players get frisky)
Keith Amman’s The Monsters Know book really helped me consider the uniqueness of each monster.
Important video! I totally feel that 5E is D&D on "easy mode" so videos like this that reach a large audience are a boon to the hobby!
I love how Jim and Pruitt are such nice, wholesome people that they can't even keep themselves from smiling on a silly intro where they pretend to be violent.
A purge should be a grand old time, shouldn't it?!
It seems like every week you guys tackle the exact problem im trying to solve! Thanks for these great insights once again!
Jim: "look at my knife stick!"
Pruitt: "do you mean a spear?"
Jim: "blocked"
Gritty Realism makes catnap an amazing spell.
That intro was easily Top 5 WebDM intros. And it's not an easy thing to achieve.
Something ive put in to make dropping to 0 more serious for my players is "lingering injuries". I wrote up a chart and due to the type and "severity" of the damage taken, (I. E. How much past 0 did it take you or narratively how terrible was the hit) theyll be stricken with a condition that carries a lasting penalty that needs a proper medicine check, magic or rest to fix.
Could you guys think about doing a video on nobility and their lair/homes? I find it to be difficult (especially after this video) to not use nobles power for either a boss or defaulting to stereotypes of medieval castle/noble types. I want my party to not default be against the nobles, make them more neutral than type cast.
Love your show!!! the weirdest game that i've run was that my players were moon rat (from 3e) and could play them only 3 days per month when they where intelligent but could be randomly killed beetween... they wanted to call forth their moon rat goddess to destrot the little town they where in. One of them was a ranger with cats as favored ennemies. So much fun
I've seen suggested for Lingering Injuries to instead just use exhaustion because a random crit is so easy to sustain a permanent injury from, but exhaustion I fear would snowball to harshly to death. The ruling I've come up with is to alternate for each injury after a long rest, the first being exhaustion (themed as bruising or bleeding) and the next being a roll on the injury table.
I also use Gritty Realism at the same time and I can't wait to see how it comes together!
You guys are so awesome. Thank you so much for all the hard work you put into these videos... Although, it looks like that "hard work" is loads of fun! Hehe
CR messes up the fear a lot. I don’t often use it. If they know I’ve picked mobs that are calculated for them to succeed, none of the game really matters. Not knowing if you can beat something or knowing you can absolutely steamroll a fight drastically changes player and character behavior.
You’re going to speak with an adult dragon at level 5. You should probably work really hard to make it happy. Plus, normal, low level criminals will still pick a fight. They don’t know you’re a level 20 barbarian, etc. It. An also force them to use the 7488283844 gold they have to hire mercenaries or even an army.
Something my group did to make going down more serious, everytime you dropped to 0 hit points and got back up, you gained one level of exhaustion. Had a lot of healing magic, and had lots of deadly encounters, so it happened a lot.
I have taken base creatures, changed a detail or 2 (skin colour, added fur, erc) amd provided bonuses to make "new creatures". Bald grey orcs with blindsense, and additional health. Furry goblins with extra health and minor breath weapon. Keeps the party guessing, increases risk, and you don't have rules lawyers explaining that an orc couldn't do that.
My favorite way to make fights more challenging: add a "Focus" legendary action. It uses up all remaining legendary actions, but the next attack the creature makes does double damage if it hits, regardless of roll. And if it crits during an epic-level campaign...maybe it does triple damage.
At my table we use a more …. realistic rule:
100-50% HP: No restrictions
49-25% HP: Disadvantage on attack roles
24-0% HP: Disadvantage on attack and defense roles. Move at half speed.
You would be amazed at how quickly this changes the method of play. Heroes don’t rush in swinging, they actually create plans and utilize everybody’s skills and abilities.
This video came out just when our party needed it, thanks!
Love the show, watch it more religiously than anything on tv. Any chance of an episode on your ideas on modern settings? I’ve heard a lot of conflicting viewpoints on modern 5e
Love the new recording location. Killer view.
Fellas, some quick shooting/editing tips. Not trying to be snarky, think you guys do great work but think these could help.
If you're shooting with a window behind, your guys' faces are gonna be in shadow, recommend using a reflector or some lights to balance that out.
But if you're going to be shooting with bright light coming in I also recommend attaching an ND filter onto your lens to cool down that white light.
I also recommend using the Lumetri Color tool in Premiere (or your software equivalent if different) to match the look and colour balance between your wide shot and close up camera angles to make cuts smoother. This can be minimized by matching up during setup, but its hard to get perfect so doing it in post is fine.
I would run a noise reduction tool in Audition (or whatever you use), capturing some room tone as the sample, to get rid of background fuzz.
When you're jumping between cuts, fade the audio between them to make them less jarring.
good commentary. Personally, at higher levels I've found two things very useful - a long rest doesn't se-set hit points (so you have to spend hit dice), also after say 10th level you only get your Con bonus, no more hit dice (so like you said, more like AD&D was). That's not Lethal, it's just keeping a lid on invincible PC's, esp. vs standard monsters
All of these tips are great. Nothing new here for me but I can see why others need this video. This is a common complaint from old school gamers it seems who like always deadly games.
Fantastic video. When using gritty realism 8 hours for a short rest and 24 hours for a long rest makes more sense. Taking a week off for a long rest just seems excessive. From what I've seen using a few minion patrols during and/or after a boss fight would vastly improve the challenge of many encounters. It's fun to keep the pressure on with something that's not too difficult.
6:56 RIP Headphone users
Andrew Beauman Saw this comment with two minutes to spare. Thanks!
What a dad sneeze
Very interesting stuff. I like the injury stuff. Adds a lot of flavor and repercussion to combat. I have found that the simple change of 2 failed death saves to die instead of 3 ups the lethality significantly. Consider all the ways to get an auto failure and how that one last chance has saved so many players. Otherwise, my idea is to make death saves a con save, but one failed save means death. I think this would change the combat dynamic dramatically. Also, adding house rules for called shots can make combat more fun, and far more lethal.
Thank you for making this! I really like the quality of the wearable mics - can you tell me what they are?
Im part of a campaign that the DM started us in Neverwinter on the cusp of a Eldritch Apocalypse and almost all of our combat encouters were lethal level difficulty not just from strong monsters but from some relatively weak ones with special abilities or that used good tactics and it forced us to play much smarter from the get go he would also keeping us from leveling at some points because it would force him to up the anty either way every time we scraped by by the skin of our teeth using all of our abilities and at the most optimal time and sometime we got through by sheer luck like a monsters random teleport ability keeping himself from us long enough to escape and alot of the time half of our reward money was spent on getting us healed from seriously debilitating conditions...like losing a hand to a series of Saw rooms run by a Chain Devil...and I've loved every minute of it!!
Our DM wanted to challenge us real hard last week with a 8 on 8 death battle with NPC's of our level with much better equipment and some cheesy forum builds. We defeated them in 5 Rounds with only 1 NPC casulty on our side. It can be hard to make games deadly without making them really unbalanced.
Have you guys considered doing a series of videos about the various campaign settings available? I've seen several mentions of Spelljammer, Forgotten Realms, and Eberron, but comparatively little (that I can remember) about Dark Sun, or Greyhawk, or Mystara(?). I'd really love to see the show get in-depth with these settings, what makes them interesting, and how you might handle running them in 5e without official support (though it looks like Eberron is in the works).
Thanks for the suggestion! And yes, you can get Eberron over on DMs Guild right now!
For tougher gamesI use slow natural healing and some other variations I've made myself. here are a few:
Healing fatigue: Whenever you maically recover hitpoints (spells, potions, etc.) you need to make a constitution saving throw against a DC of the hp you regained-your level, or suffer one level of exhaustion. If you are unconcious the DC is the hp you gained, and if you aren't stabilised you make the save with disadvantage.
If you don't like exhaustion for healing fatigue, you can use some other form of penlty unless you want to rework the exhaustion system like I did (to much to describe here).
for my purposes, which is making combat healing risky, I add this to give thems some slack: When casting a spell that would restore hitpoints, and has a casting time of an action, you can instead cast it over the course of a minute and the recepient doesn't need to save against healing fatigue.
Are they relying too much on healing potions when you use slow natural healing? try this: When using any potion of healing, you recover the amount that is added to the die roll (so if 2d4+4, then you heal 4) and record the dice you would have rolled. Whenever you next finnish a short or long rest, you roll those dice and recover hitpoints equal to the amount rolled (so 2d4 if we continue the example).
Wanna slow down the growth of their maxhp? try one of these:
1. they recover either their con modifier or what they rolled on the hit die, rather than both.
2. they gain hp every 2nd level, but devide what they get on this and the next level (half each).
3. Hit dice used to gain hp after 1st level are reduced by one size (d6 to d4, d10 to d8, etc.).
3.2: hit dice used to gain hp after 1st reduce by one size every even level (d4 to d2, then 1hp, then 0)
Wanna limit those spells? try this!;
Arcane veins: you can only recover spell slots as part of taking a rest (long or short) if you do so near an arcane veins (draw lines on the maps). To know where they are you must aquire a map, ask locals, or experiment.
Arcane spirits: spell slots represent magical spirits of energy that wizards catch in their dreams due to a trance they have learned to enter in their sleep. For each spell slot, make a spell attack roll against a DC of 10+the spell slots level. if you fail the spirit escapes and you don't regain that spell slot. (you can set a cap, I only use this rule for 6th level and higher slots)
Mentally taxing spell preperation: preparing spells is difficult. Whenever preparing spells you must make an ability check using your spellcasting ability modifier for each spell you prepare, where the DC is 10+ the spells level. and if you want some bonus stuff: You can add your proficiency with a skill relevant to your classes spell-casting: arcana-wizards, religion-clerics, nature-druids, or your constitution modifier (in addition to your charisma modifier) if you are a sorcerer.
Cantrip slots (for when you want low magic): you must expend 0th level slots, or cantrip slots, when you cast cantrips. You have a number of cantrip slots equal to your level + your spell casting modifier (minimum of 2 slots). If you cast a cantrip that deals damage and it deals more than 1 die of damage (because you're over 5th level) you must expend extra slots for each extra die of damage, or not add that die to the damage roll. You regain all expended cantrip slots when you would regain any number of spell slots of 1st level or higher (arcane recovery, perl of power, sorcerer using flexible casting, etc. in addition to long rests, or short-rests for warlocks)
Life force-based magic: whenever you would recover spell slots you must expend a number of hitpoints equal to the slots level (or the magic point cost, see the dmg for points instead of slots for the numbers). You can choose weather or not you want to recover spell slots.
Variant: Whenever you cast a spell of 1st level or higher, your current hitpoints are reduced by an amount equal to the spells level (or point cost, up to you). You can choose to suffer one level of exhaustion to forgo this penalty.
Vancian magic: when you prepare spells, you must expend a slot of the level you wish to cast that spell at to prepare a spell. You can then cast the spell once without expending any spell slot for it. You may also expend multiple spell slots to prepare the same spell multiple times. Any spell slots you don't expend to prepare spells this way are lost.
Spell burning (or reverse vancian magic): When you cast a spell, you can't prepare it again. If you are a wizard, they instead dissapeat from your spellbook, and you have to copy it from a scroll (consuming the scroll) to add it again. If you don't prepare spells, you either gain another penalty (see literally every other system) or you can only cast each spell you know once per 2+ twice the spells level numer of days (so every fourth day for a 1st level spell, and every 20th day for a 9th level spell).
magic source dependency: to prepare spells, you must be in a temple for your gods if you use divine spells, in the region of nature that best suits your druid, or in a library with arcane resources if you are a wizard. The process takes a number of hours equal to twice the level of the spell you want to add to your prepared list.
Alternate slot recovery: There are several variants;
1. the arcane veins I mentioned earlier
2: mana potions, they work like potions of healing, but restore magic points (see the DMG for magic points instead of spell slots) instead of hitpoints.
3: magic metabolism, you need to eat an aditional half ration of food for each slot, or full ration if the slot is above 5th levle. this will make your wizards crazy about food, which is great.
4: they are bought and sold. You can get official one's for a high price, or black market one's but they might be of a lower level, or trigger wild magic surges when used. This eliminates slot capacity, but you can still use the table for the class as a limit for how many they can use each day, just that they don't recover any.
6: magical super fatigue: whenever you want to recover spell slots, you need to lose level, and then gain the slots for that level. this keeps your wizards far behind, and makes slot recovery so slow you should let them multiclass a level in something else per 2nd level or something.
The joke in the opening caught me off guard and I laughed like a madman.
Another great one! Keep it up.
I've been considering, since HP is the amalgamation of both ability to endure harm and the battle fatigue that comes from narrowly evading harm. That a more lethal way of calculating damage would be that normal damage affects your battle fatigue and reduces HP normally but crits are real damage and reduce your HP maximum. Then short/long rests recover normal damage but to restore HP maximum requires medical attention. Healing spells short of restoration only reinvigorate the body but do not mend wounds.
All my boss stat blocks come with max hp plus "tough" (2hp per hit dice), and some player class levels (with rolled hp and feats) to flavor the monster. A white dragon would probably have barbarian levels and durability feats, while a green dragon might be an arcane trickster with anti magic and mobility feats. A legendary storm giant champion might be a fighter or ranger with weapon feats. Etc etc.
This is my favorite episode so far. One option I've used for increased challenge and lethality is giving everyone Wizard hit points and bumping up the damage dice by two steps. Everyone is rolling a d4 for hit points, and if the module says 1d6 of damage, I bump it up to 1d10. That mob of goblins looks a lot more deadly now, doesn't it?
Sometimes I take a page from the anime/JRPG book and divide my bosses into having different "forms", which forces my party to rethink their strategy in the middle of a battle.
BEST INTRO YET BOYS KEEP EM COMIN🔥
I'm currently running an Epic Legacy to level 30 in Eberron right now and working on one to run in Toril. Keeping those encounters deadly when the cleric becomes an Archon is going to be hard
Use monsters with Withering touch, if you reduce the characters max hp to a low amount the rule of if you take damage equal to max hp in the negative you die instantly will come up more frequently. Also monsters with three or more attacks. First. Hit knocks them unconcious and prone. 2nd attack has advantage and hits it counts as crit which is two death fails. Third attack has advantage and hits the character is dead
My transmutation wizard had to raise a sorceror who tried to start a dragon three way fight, all he did was give us a 3 dragon at once fight, where a bite/claw/claw attack killed him just as you said. My comment was justice was served.
Honestly just about to start a campaign with a homebrew session I'm working on. No levels, no classes. Their abilities are based on crit rolls (success and fail) and "training points." Reduced race benefits (mostly custom races). Going to have to see if it's feasible or not!
When I googled "how to make dungeons more deadly" this wasn't the content I had in mind..... still enjoyed it tho!
Use Tomb of Beasts monsters for challenges. Usually they're much more complex and versatile in combat and most players aren't familiar with them so metagame knowledge isn't a problem. Also giving enemies a healer makes battle much longer and more difficult and tactical
your intros are killing it man...... xD
I use what I call the "Endure System." If a character hits zero, they can choose to endure. If you endure then you fail a death save (which only recovers with a long rest) and roll on the injury table. You roll a d12 to determine the affected limb then you roll a d20 to determine what happens. 1 of 5 effects occur scar(50%), shake(25%), disable(20%), deform(5%) or loss(2.5%). A loss occurs when you roll a 1 twice. Each of these apply different affects based on the effect but in general shake=disadvantage, -2 to certain skills and saves or movement penalty, disable=inability to use that limb or disadvantage to certain skills and saves, deform=permanent penaltys, and loss= your limb comes off or you die(head and chest). Made this myself because I wanted permanent injury to be rare but sprains and dislocations to be more common. I also wanted a system that allows players to choose to risk their characters health in exchange for reward.
"Death or Glory" doesn't mean anything when ther's no chance of death.
Not just that, but the RP around when death is very seriously on the table can be really good.
Just another story.
My solution:
-remove Toughness
-replace hit die HP every level with Toughness HP bonus (+2 per level) and add hit die count (for example: a level 5 character has their base HP + 2 + 5)
5e’s major when it comes to combat is issue is HP bloat
One thing I love to do is create a 2nd phase for my monsters that are meant to be notable encounters. Depending on how the pacing of the fight is going, I decide when that 2nd phase begins, if at all. Sometimes that first phase is more than epic and challenging enough, other times it's an "oh fuck" moment in an otherwise straightforward battle that leaves the heros second guessing!
My dearest friend and DM, please skip this one :'D I want Mendy to live!
Good luck Mendy!
Very timely video guys, I'm putting together a new campaign setting where the material plane, feywild, and shadowfell have merged and the day/night cycle shifts between the three of them. Of course, it's a damned nightmare zone so the boosted lethality is more thematic.
Thanks guys, great video.
Thanks for this video, keep up the good work.
Oh! I just died in the game tonight
It must have been that natural twenty
I should have used Disengage...
I sang that for some reason. Was that meant to be sung?
We did come up with quite a list of house rules over time - gritty works but we do 8 hrs short, 24 hrs (in safety) for long rest. This usually means long rests are either between sessions or at very specific points in a given adventure (like that safe castle you just reached).
The other one we do is that each time you go to zero HP and are brought back, you gain one level of exhaustion...usually not much bad comes from this but it did feel a bit silly with people going down and up all the time (especially with a life cleric which the group got).
EDIT/Addition: while we use 8/24hrs resting rules, it is noticable that any change here isnt well balanced between classes - for example the Wizard has Arcane Recovery while the Cleric really needs that 24hrs pause...but havent found a better way yet to handle this either. A full week definately seems mean, further increasing the value of features that recover on short rests over those that require that 1 week.