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Joined 1 year ago
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Cake day: June 11th, 2023

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  • I vaguely remember playing that game and not enjoying it.

    Something about a dead guy possessing his squad mates? And demons and stuff?

    I seem to recall really struggling and ultimately relying on a single character and funneling all enemies into a single choke point where I could take them on one by one.

    This was a long time ago and really is hazy at best on my mind. I'd be morbidly curious to give it another shot today just to see what was up.






  • Yeah that's fair. For the most part we're sticking to 5e, and the consensus is always to check the rules first when we're unsure about something and to try and implement it as intended, so we're not losing any of what I'd consider to be core rules, like the way movement, actions and bonus actions work during combat, or spell slots and class-specific rules etc.

    It's more of our approach to more niche elements, such as the food and water needs relevant to each creature's size as specified in the DM's Handbook - no one has the inclination to track our food supply and consumption to the pound per character, so we instead stock up on provisions to last X number of days, and track our usage by the day. It's just a bit quicker and easier to manage that way, and we can still implement the same effects in the event we run out of food.


  • This. Our entire campaign is home-brewed using the 5e ruleset, but the application of those rules is selective when it needs to be.

    For the most part, we're following them, but if there's a rule that results in a level of attention to detail that we simply don't care to implement, or would have less fun trying to religiously adhere too, we just scrap it in favour of something a bit more light-touch and call it a house rule.

    Rules provide a great framework to base your game on, but the ultimate aim is to create an enjoyable experience and have fun, so bend them and break them when and where you need to for the benefit of all involved.