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Mike Mearls Games
Mike Mearls Games

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5e Minus... A Lot

Have you seen the movie Ford v Ferrari? My favorite sequence was watching the Ford team strip down their car, removing weight while simultaneously finding a way to add a more powerful but also lighter engine.

As a thought experiment while working on laundry over the weekend, I thought about what 5e would look like if you went back and ripped out every non-essential element from a character.

This is how I defined non-essential and essential.

That approach led to a bunch of changes to the game.

Math-wise, I stuck with the Odyssey approach of stretching the game's math. I expanded levels 1 to 5 to cover levels 1 to 10.

This opened up a lot of dead levels in character progression. It also cuts out a ton of levels that subclasses normally contribute to.

So I came up with an idea, an optional rule that lets players take a subclass that they can apply to any class. I standardized the dead levels across all classes, then took a stab at creating a subclass that delivered features on that schedule.

A subclass in this scheme can't deliver core math or powerup a character's damage output, as it needs to remain mathematically neutral in the game. However, that still leaves a ton of space for flavorful and fun options that don't just drive up damage numbers.

I then shifted over to the DM side of things and dumped most of the game's existing structure in favor of something new:

Otherwise, I used a lot of rules from Odyssey - cover gives a flat AC, obscurement limits line of sight, initiative is rolled each round. I also kept Odyssey's dropping ability scores and dividing ability bonuses into trained and untrained. All saving throws are trained checks in this hack.

The nice thing is that by hacking the 5e characters, monsters, and magic items into Odyssey, I can save a bunch of time and preserve 5e mathematical compatibility. That should give me a strong baseline for new classes and design going forward, which should make playtesting much easier.

Speaking of playtesting, skill challenges and the threat timer aren't in this rules doc yet. I want to do some more testing with them before I attach them to the core.

Comments

Trying to force nonmagical healing into a game where healing sources are abundant seems like an unnecessary headache. Even first edition modules had magic pools of water where if you take a turn to drink from it you got back hit points--and the pool was just sitting there in a room of the dungeon. Natural healing should take months to a year--far more than a normal group of adventurers have access to in a normal quest. Having players just take a nice nap and pop back up after a day or a week fully healed makes the world feel weird and gamey. I ran a game for some new players where they'd just been savaged by wolves: broken bones, bleeding wounds, and they had to pull back after the fight to bandage their wounds and try to recover. The next morning they were all healed up, right as rain, and the players were flabbergasted--was it some kind of weird magic? No. That's just how the rules work in 5e I told them. They made a face. I made a face. Yeah, I know, I told them. Then we started talking homebrew. Personally I like a world where there's a lot of cheap healing options just in the world around you: plants with magical healing properties, magic glowing crystal formations, blessed springs. Maybe they take longer to work than regular spells and potions which is why you have to hang around them for eight hours and not move around too much. I could buy that. The other option I like is to have a revolving cast of players. One player gets beat up to the point that they're laid up in the hospital for the rest of the adventure, so you make a new character at the same level and give them the resting character's gear. The old character isn't dead and they can come back next adventure, maybe with some fun downtime stories about what happened to them in those months stuck in town. Maybe they fell in love with another patient. Maybe they got a pet. Maybe they heard some rumors. Maybe they found religion. You can get on with the game but it also makes logical sense.

Robert Erik Blank

In my 5e campaigns I've had short rests at 8 hours and long rests at a week for a long time. I prefer it immensely over the current 5e rules, it really forces the players to consider when they should stop for a rest and when they should keep pushing. There are few situations ingame where taking a week off won't have a negative impact.

JP


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