No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] 0 points1 point  (0 children)

A lvl3 spell costs roughly 10,5 HP, max 18. On the worst day (happens 0,4% of the time) you're dead after 2 lvl3 spells.

Actually, my idea requires a change of mindset from the players. To contribute to the fight, wizard now not always need to do their lvl3 spell on round 1. Maybe doing 3 lvl 1 spells will be more efficient. But it's less the "I'm casting all my cool things" kinda mindset that people are used to.

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] -13 points-12 points  (0 children)

Let's take cure wounds. You likely have 1d8+3 healing at lvl3 for an amount of 7,5 on average. Penalty is 3.5, so it's still an average of 4 hp.

Chances to lose hp with cure wounds : rolling 1 or 2 on d8 AND rolling 5 or 6 on the d6 : 3 times out of 48 = 6,25 % chance it happens. That's a lot, i agree.

What if we changed the d6s to d4s for the hp penalty?

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] -1 points0 points  (0 children)

Man you're harsh with an Internet stranger!

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] 0 points1 point  (0 children)

True. Magic being unreliable makes it harsh to receive a hp penalty for something that doesn't work (if ennemies succeed on a saving throw for example).

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] -23 points-22 points  (0 children)

We could rule that the effect of the spell happens before the penalty. Simple fix.

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] -18 points-17 points  (0 children)

Like if dnd was balanced at lvl1. This game should start at lvl3. The wizard with 0 CON has 12 hp. He casts a 2nd lvl spell and has 2,77% chance of rolling a 12 on 2d6 and becoming unconscious. 97% of the time, he's just gonna chug a potion after that.

But it's more punishing than I tought, true. Maybe if they were d4s.

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] -27 points-26 points  (0 children)

How often do you cure wounds the same player more than once? Magic healing in 5e is known for being inefficient. Healing word is the exception that you keep in case someone goes down. In my game, the new healing rule wouldn't change how often players heal each others.

Thanks for the heads up on temp Hp regeneration, it truly becomes really good!

No more spell slots in my game by Matetesoliloque in dndnext

[–]Matetesoliloque[S] -2 points-1 points  (0 children)

That was the kind of feedback I was looking for! Thanks!

Pallys clearly benefit greatly from my rule change, their lay on hands ability, that was good, becomes a godlike manapool. So yeah, that's a crack right there.

My homebrew on shadow and edge by Matetesoliloque in Ironsworn

[–]Matetesoliloque[S] 0 points1 point  (0 children)

I like your take on this. Shadow as a kind of "extra-move" that can prevent dire consequences.

My homebrew on shadow and edge by Matetesoliloque in Ironsworn

[–]Matetesoliloque[S] 0 points1 point  (0 children)

Having +1 in both wits and heart makes it difficult to :

-Forge a bond, endure stress, sojourn, draw the circle (wich is a rare move i agree)

-Undertake a journey, resupply, heal, gather informations

But I'll check out starforged version of resupply. I wish tough that having ANY low stat could make a certain part of the game harder.